The mod tells you important info, like when, where, how to trigger certain events, how many lust/love points you need and pre-requisite events needed to trigger said event.guide
Don't overthink it, there's nothing elaborate about it. Whole source code is in readable form, you don't even need to unpack anything (not that it would be a major obstacle). There's variable named "cheater" and it currently does nothing, except being set to true when you use cheats. Only author knows (maybe) whether it will do something in future. And if it does and it's evil or annoying, I'm sure it will be fixed very quickly.I know this may sound silly, but I hear people saying that using cheats marks your character save as a cheater which could cause issues later on.
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Yea thought so, thanks.Don't overthink it, there's nothing elaborate about it. Whole source code is in readable form, you don't even need to unpack anything (not that it would be a major obstacle). There's variable named "cheater" and it currently does nothing, except being set to true when you use cheats. Only author knows (maybe) whether it will do something in future. And if it does and it's evil or annoying, I'm sure it will be fixed very quickly.
Well, okay, then let me rephrase: How do you not fail What a Wonderful World?"World is Bad" isn't an event. It's what you get if you fail her "What a Wonderful World" event.
Does cckerberos Guide mod include a Gallery Unlocker? I notice that the separate gallery unlocker thread includes a v17 unlocker, that works via a modded screens.rpy file , and then I see that this Guide mod also includes a screens.rpy and so I can't use both, right?PDF guides updated to 0.16.0p2. Guide mod updated to 0.17.0.
I have little doubt Selebus thought of this possibility and already has more traps in place for anyone who tries, it would actually surprise me if he didn't given how fond of consequences he is, not that that's a bad thing, I personally love it because it's an extra challenge. I once outright admitted to snooping in the code when I got stuck, so he is aware of at least one player who is able to read and decipher code on at least a general level unless he forgot or wasn't paying attention.I know this may sound silly, but I hear people saying that using cheats marks your character save as a cheater which could cause issues later on. Now, I think Renpy is coded in python (which I'll admit is not my area of expertise), but has anyone tried actually finding the variable and switching it or removing the code that looks for signs of cheating?
Assuming the cheater bit is stored locally in the persons own game files surely they could just change the variable and then do an Output cheater status or whatever said variable is caused to check if it updates ingame?
I'll stress, I know little to nothing about python and Renpy, I do Java so python is relatively unknown to me, but does anyone know if this has been tried?
Obviously, finding the code would be a bit of a pain having to unpack everything and search through it, especially if the dev is un-documenting when it comes to code explanation, which would make sense as he's not expecting you to look at the code, but surely this would resolve the possible issue of being marked and it impacting the game
Hmm, if the cheat was constantly running then we'd probably need to remove the code to check if a cheat if active. Like if you turn on god mode the game can see you are actively running the god mode code and can flag that you cheat, however, if you spawned an item in via cheats the flag would only get raised when it was spawned in so logically if you used cheats to set relationship level you'd only have to just change the cheat flag, right?
And who's to say he won't fix the fix?Don't overthink it, there's nothing elaborate about it. Whole source code is in readable form, you don't even need to unpack anything (not that it would be a major obstacle). There's variable named "cheater" and it currently does nothing, except being set to true when you use cheats. Only author knows (maybe) whether it will do something in future. And if it does and it's evil or annoying, I'm sure it will be fixed very quickly.
Not good enough, bromance spin off with Noodles and John when?Fuck the Sensei and the girls, I want an update solely focused on the bromance between Noodles and John.
I think we're forgetting a certain butler. DLC release when?Not good enough, bromance spin off with Noodles and John when?
No, there's no gallery unlocking in the guide mod.Does cckerberos Guide mod include a Gallery Unlocker? I notice that the separate gallery unlocker thread includes a v17 unlocker, that works via a modded screens.rpy file , and then I see that this Guide mod also includes a screens.rpy and so I can't use both, right?
That's possible, but good luck with that in long term. As long as it's offline game where people get their hands on everything, somebody would fix it again. So many have tried to prevent such things...And who's to say he won't fix the fix?
Ah yes, that is missing. We need those coffins and outfits, do we not?I think we're forgetting a certain butler. DLC release when?
And that is also easily fixed by encrypting the files, Renpy can do that and, actually, that's the way most people do it, though common files like console.rpy don't usually get touched, making setting the console to on easy either way. That wouldn't help very much if the variable gets changed along with the encryption, though.That's possible, but good luck with that in long term. As long as it's offline game where people get their hands on everything, somebody would fix it again. So many have tried to prevent such things...
I didn't look too hard, but I don't see anything about encryption. I know there can be just compiled .rpyc files instead of .rpy readable source code, or files could be in .rpa archive, but neither is encryption and tools exist to deal with both. Even if there's support for actual encryption with unbreakable ciphers, the game itself must still be able to decrypt data to be able to use it, and that's the weak point. If the game can do it, someone else can too, because everything required for it (some decryption key) must be somewhere in game's files.And that is also easily fixed by encrypting the files, Renpy can do that ...
Encryption might be the wrong term, I was tired when I commented at that point, but there is a way to prevent them from being read normally like a .rpy can be. The tools exist, but that's extra work. We've already seen through comments here how extra work is viewed, no offense to other players, of course. Also, no encryption is truly unbreakable, not even the most sophisticated military grade encryption. The difference is how much time and effort would be needed. In reality, they only seem unbreakable because there's nobody on the planet who has been stubborn enough to try until they succeed, that and it might take longer than the person trying has left to live.I didn't look too hard, but I don't see anything about encryption. I know there can be just compiled .rpyc files instead of .rpy readable source code, or files could be in .rpa archive, but neither is encryption and tools exist to deal with both. Even if there's support for actual encryption with unbreakable ciphers, the game itself must still be able to decrypt data to be able to use it, and that's the weak point. If the game can do it, someone else can too, because everything required for it (some decryption key) must be somewhere in game's files.
And if he starts setting backup variables? That's always an option. For example, he could make it so that if a save is loaded into a game with an alteration to make $Cheater = False, I don't have the code in front of me, this is an example only, he could then make $Tamper = True and then set that so that if $Tamper = True, then $Cheater is automatically changed to True as well. $Tamper would be False by default, but it would turn True if it found $Cheater was False when a save was loaded. To prevent this from firing on a false positive because $Cheater is False until the player cheats, he could also add a $Cheated variable that would be set to True if a cheat was used as a backup cheater variable, which would fire at every load cycle. It could become a long string of variables that continually set and reset the cheater flag and this would eventually come down to who is more stubborn, the players or Selebus himself. Given how he never budges against a complaint about his choices in design, like how consequences actually have an impact, which has come up multiple times, I would put money on Selebus winning that battle. Hell, if I was making this game, I would already have at least 10 backups from the start in a chain set up to make sure that flag stays active. If I'm going to put the flag in there, I am going to make sure it gets used since, if there is one thing I dislike in programming, it's keeping useless code.Still think it'd be easy to fix the cheater issue as regardless of what he does inspection of the code would find what he's done. Sure he can obfuscate it, the very basic level of that would be changing the name of the variable. Of course if he really was die hard on stopping you from changing the code he could try certain methods, although as has already been said as long as it's an offline game there's nothing he can really do to stop us.