So the short answer is: use the Cheat Menu when pressing 1, navigate to the Prison panel and change Corruption there.
The long answer is: The F9 menu is a feature of RPG Maker, which was used to make this game. Many of these values (corruption, guard aggression, order etc.) get saved to two slots: An internal custom variable, and RPGMaker's pre-set "variables" (and switches). Here's corruption:
JavaScript:
const VARIABLE_CORRUPTION_ID = 6;
Game_Party.prototype.setCorruption = function(value) {
this._corruption = Math.max(value, 1);
$gameVariables.setValue(VARIABLE_CORRUPTION_ID, this._corruption);
};
When the game changes corruption, it sets the value to the custom variable
_corruption and to the RPG Maker
gameVariable with ID 6 (VARIABLE_CORRUPTION_ID).
In most cases, the game will only read from and use the custom variable
_corruption to calculate anything, so if you want your changes to have any effect, you need to change the first one and not the second one. I'm guessing the devs just mirrored important variables and states to the RPG Maker variables to make it easier to check their values in-game (with said F9 menu) for debugging purposes.
The Cheat Menu uses the game's own code to change these values (mostly), so changes get applied properly to both.
And another
small update for the Cheat Menu (v5)! Grab it and dump it into your mods folder from the
original post.
I noticed that the game doesn't take back all
changes that Edicts grant you when removing them. Corruption, guard aggression etc. would only go up when you get the edict, but not back down when you remove it. I fixed that, so hopefully you will now properly gain and lose all the effects of an edict when you toggle it with the cheat menu.
(Except order, I left it out so you wouldn't accidentally get a game over when removing an order edict on low order
So you can technically get max order from just toggling an order edict on and off, but you can just edit it directly already
)