zoomies

Well-Known Member
Jun 4, 2017
1,057
863
does anyone know what code changed that makes the enemies not pull out of karryn immediately after internal ejaculation? i would like to have it so they pull out right after they ejaculate inside karryn instead of waiting for the end of the turn. thanks.
 

Purple_Heart

Engaged Member
Oct 15, 2021
2,537
4,144
Lmao. The game is finished. You might not like the fourth floor being empty. I happen to agree with you. You might not like the Gym DLC, I don't particularly, but it practically is free. It is 4 dollars. It may give you a couple hours content, and who knows what modder's end up doing with it. That's less than a Starbucks coffee, and no one is forcing you to pay for it anyways.

So I understand your criticism, but I don't understand the histrionics and the hyperbole. The "I won't pay you anymore!" the "My opinion is the only one that matters, and it's unfinished!"

It's writer's block. It isn't I don't feel like it. Rem might not have the words to explain it, or feel under too much pressure to be able to isolate what it is. But it is clear as day writer's block. Let's make it a goal not to discourage Rem to the point they stop producing work entirely, yea? Constructive criticism not reductive.
> I agree level 4 is empty
> I still think game is finished though
:KEK:

does anyone know what code changed that makes the enemies not pull out of karryn immediately after internal ejaculation? i would like to have it so they pull out right after they ejaculate inside karryn instead of waiting for the end of the turn. thanks.
I'm not sure if these will be of any help. I'm not exactly a programmer but there is this function code in RemtairyEnemy.js:
Game_Enemy.prototype.checkIfStillErectedWhileInPose = function()
It has a comment line above that says "Now currently being called in post internal ejaculation". It seems to be calling the functions responsible for delaying pulling out after the internal ejaculation, take a look at it.
Also check out these two functions in RemtairyBattleManager.js:
BattleManager.pullOutAllEnemies = function()
BattleManager.pullOutEnemy = function(enemy)
I suppose you'll find what you're looking for in these two functions above. I'm guessing the code you need to change is most likely actor.setAllowTachieUpdate(false); but that's just my unedicated guess. Anyway, I was wondering the same thing for quite some time. If you manage to do it, feel free to share how you did it.
 
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HappyGoomba

Active Member
Mar 7, 2020
742
738
does anyone know what code changed that makes the enemies not pull out of karryn immediately after internal ejaculation? i would like to have it so they pull out right after they ejaculate inside karryn instead of waiting for the end of the turn. thanks.
That change was made around the 0.9 version. Before that, it would show the standing battle pic, then the creampie cut-in, and a couple of us on the Discord pointed out that it looked kind of silly. I don't know why he made it last to the end of the round, I just figured something in the code made that the easier way to go.
 

Talilover

Member
Oct 29, 2018
190
638
I will say that I'm content with the amount of content provided 24 bucks but there is an abundantly clear loss of passion and/or effort with the second half of the game. I wouldn't go as far as to say it's incomplete but it feels like there's just a mad sprint to the end of the game after floor 3. I'm not familiar with any original plans of floor 4 and 5 so I can't really debate on if they were ever meant to be more so the point I'm trying to make is while they're definitely underwhelming they aren't incomplete.

Or maybe there were plans for stuff like sidejobs and what not but Rem realized they couldn't make a fun sidejob to save their life
 

zoomies

Well-Known Member
Jun 4, 2017
1,057
863
That change was made around the 0.9 version. Before that, it would show the standing battle pic, then the creampie cut-in, and a couple of us on the Discord pointed out that it looked kind of silly. I don't know why he made it last to the end of the round, I just figured something in the code made that the easier way to go.
i have v0.8 i'll compare the code in "battle manager" and "enemy" that purple heart mentioned and see what i can learn. however i am no coder or programmer by any means. i very well might just be wasting my time, but maybe i'll learn something
 

retardo

Member
Sep 17, 2017
427
1,296
Yeah, while I know you aren't arguing price point I will say that I'm content with the amount of content provided 24 bucks but there is an abundantly clear loss of passion and/or effort with the second half of the game. I wouldn't go as far as to say it's incomplete but it feels like there's just a mad sprint to the end of the game after floor 3. I'm not familiar with any original plans of floor 4 and 5 so I can't really debate on if they were ever meant to be more so the point I'm trying to make is while they're definitely underwhelming they aren't incomplete.

Or maybe there were plans for stuff like sidejobs and what not but Rem realized they couldn't make a fun sidejob to save their life
Honestly I wouldn't even care about floor 4 not having anything in it at all if they bothered to even add the werewolves and yetis to the rest of the game like they did the lizardmen and slimes. It's really stupid having two enemy types that you just never see again because they only show up on the floor that only has content when there's a riot which doesn't happen because you can strip at that point.
 

coredemonicas

New Member
Mar 28, 2022
4
0
Yes you need to edit any showeval functions and remove the dependancies from them.

there are a lot.

as an example change

JavaScript:
// Cock Pet
Game_Actor.prototype.showEval_trainerCockPet = function() {
    return this.showEval_trainerSexSkills() && this.showEval_karrynCockPettingSkill();
to

JavaScript:
// Cock Pet
Game_Actor.prototype.showEval_trainerCockPet = function() {
    return true;
Geez it was that obvious and I missed it entirely? *Facepalm* Thanks.
 

ClawMan_V3

New Member
Jan 16, 2018
14
1
Well.....if you just want sadism as low as possible, you just edit the last line to be
JavaScript:
this._baseSadismLvl = 0;
this will make it 0 rather than whatever levels you would gain from passives. THis just effects base level though. YOu will still get in combat sadism levels, you would need to edit that out elsewhere.
So then editing the passives only solves half the problem. Even after making that change, my Sadism level in the Status menu is the same. Ideally I'd like to make it so it's impossible for me to gain any Sadism levels at all.
As I was typing this, I did more experimentation to see if the updated values would be reflected in the status menu at some point, after the next day I checked my Status and the Sadism level entry disappeared entirely as if it had been disabled (like disabling Footjobs for example). I'm hoping this isn't purely visual and my Sadism skill is effectively nonfunctional. Thanks to your input, I took a shot at editing two specific "return" values to 0.
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