Yes and no. The difference is simply the Number shown and the number used for calculation. The game calculates with a initial value of 1000 while only showing you a 100. The only thing i need to correct in my post would be the addition for the main heroines (the first number is only for the Sub-Heroines) but that's a difference between whats written in the game and the code.
Let's go down the rabbit hole.
For the display of the current status we have the following lines of code (see resources/app/data/scenario/status.ks)
Code:
;深層防壁
[iscript]
//深層防壁の現在値と最大値を結合
f.statusSaimin = Math.floor(f.textP_h02/10) + '/100' ;
[endscript]
;深層防壁の現在値が100より大きい場合、表示を100にする
[eval exp="f.statusSaimin = 100 + '/100'" cond="f.textP_h02 > 1000"]
;深層防壁の現在値が0以下の場合、表示を0にする
[eval exp="f.statusSaimin = 0 + '/100'" cond="f.textP_h02 <= 0"]
The first line with "f.statusSaimin" will give you the current value divided by 10 (as mentioned by you) rounded down (see
You must be registered to see the links
function).
The following two are for the cases one go over 1000 (through prostitution) or under 0 (every event which can reduce the value).
So now is the question where do we get the value in "f.textP_h02" from?
This value is set in "resources/app/data/scenario/call/call_csvLoad_text.ks" as follows:
Code:
f.textP_h02 = f.textCsv[i][1] ; //催眠進行度
Now we have "f.textCsv[1]". "textCsv" represents the content of "resources/app/data/scenario/csv/text.csv", the "i" is the heroine number (line) in the csv and the "1" the second column (count starts at 0). At the start of a new game this value gets set to 1000 (see resources/app/data/scenario/setting/startHensu.ks).
Expect for some places which set that value to a fixed number of 0 or 500 or 1000 (eg. after completing the game to change it at will) it only gets changed at one place "resources/app/data/scenario/macro/macro_parameter.ks".
In this file are basicaly 3 macros to add or substract from that number:
First prostitution:
Code:
;【ey】風俗落ち
[macro name="parameter_ey"]
;所持金(加算)
[eval exp="f.buyPoint_all += 500" ]
;深層防壁(加算)
[eval exp="f.textCsv[f.charaNo][1] += 1" ]
;レイプ目フラグチェック(ON)
[eval exp="f.evCsv_eyCsv[f.charaNo][11] = 1" ]
;風俗堕ちフラグ(ON)
[eval exp="f.evCsv_eyCsv[f.charaNo][12] = 1" ]
[endmacro]
In this case you get +1 to the value basically increasing the barrier (remeber no matter how much you get over the 1000 you will never see somthing over 100 in the status screen).
The second is for the main heroines:
Code:
;【ev】エロ
[macro name="parameter_ev"]
[iscript]
//変数の初期化
f.ev_saimin_01 = 0 ; //深層防壁_01
f.ev_saimin_02 = 0 ; //深層防壁_02
f.ev_saimin_03 = 0 ; //深層防壁_03
f.ev_saimin_04 = 0 ; //深層防壁_04
//入手アイテムから深層防壁値を累積計算
for( var i = 1 , l = f.shopCsv_length ; i < l ; i++ ){
if (f.shopCsv[i][9] == 1) {
f.ev_saimin_01 += Number(f.shopCsv[i][5]) ;
f.ev_saimin_02 += Number(f.shopCsv[i][6]) ;
f.ev_saimin_03 += Number(f.shopCsv[i][7]) ;
f.ev_saimin_04 += Number(f.shopCsv[i][8]) ;
}
}
[endscript]
;メインヒロインの深層防壁(減算)
[eval exp="f.textCsv[f.charaNo][1] -= Number(f.ev_saimin_01)" cond="f.charaNo == 1"]
[eval exp="f.textCsv[f.charaNo][1] -= Number(f.ev_saimin_02)" cond="f.charaNo == 2"]
[eval exp="f.textCsv[f.charaNo][1] -= Number(f.ev_saimin_03)" cond="f.charaNo == 3"]
[eval exp="f.textCsv[f.charaNo][1] -= Number(f.ev_saimin_04)" cond="f.charaNo == 4"]
[endmacro]
"ev_saimin_01-4" represents for each main heroines the number which will be substracted later.
In the "for-loop" the game loops over every item in the shop (shopCsv -> resources/app/data/scenario/csv/shopItem.csv) and in case it was bought adds the number for each heroine (column in the csv). After thats done the number gets substracted from the heroine the event effects.
The third would be the sub heroines:
Code:
;【ex】家族を増やす
[macro name="parameter_ex"]
[iscript]
//変数の初期化
f.ev_saimin_sub = 0 ; //深層防壁:サブヒロイン
//入手アイテムから深層防壁値を累積計算
for( var i = 1 , l = f.shopCsv_length ; i < l ; i++ ){
if (f.shopCsv[i][9] == 1) {
f.ev_saimin_sub += Number(f.shopCsv[i][4]) ;
}
}
[endscript]
;深層防壁(減算)
[eval exp="f.textCsv[f.charaNo][1] -= (f.ev_saimin_sub + 200)" ]
[endmacro]
The preparations for the calculation are basicaly the same as for the main heroines so lets jump the calculation.
Here you get an addition of 200 which would be end up as a 20 shown on screen.
There is also a case in this file where it get set to a fixed value of 1 under a certain condition.
Consdering the comments it's realated to NTR.
Now to your observation .
If we asume a plugin value of 5 for a sub heroine you would get a 25 substracted from 100 equalling in 75 while the game actually substracts a 205 from 1000 equalling in 795 and showing you a 79.
For a main heroine it would be a 5 substracted from 100 equalling in 95 while the game actually substracts a 5 from 1000 equalling in 995 and showing you a 99.