- Apr 27, 2018
- 6
- 2
I see, I have managed to decrypt the project and view various game files but since I'm quite new to all this, I got quite lost at first. Anyway, thanks very much for your guidance, I'll see what I can do.Thanks. Thats nice to hear. The idea behind the enemies letting go after orgasm was to prevent deadlocks. Once you are out of stamina it will be pretty much game over if the enemy wont let go. But surely I see the appeal in loosing quickly
I assume that you know how to decrypt and mod unity games? If that is the case I really appreaciate that you want to mod my mod.
But never the less I have to warn you on this special endeavour: I had a quick look into the code (first time in years) and your plan needs some effort! Dont say I did not warn you but if you want to give it a try here is what you would need to do:
Sadly there is no central object managing all the h-scenes. The logic behind the h-scenes is managed by every enemy itself. This means that you have to go to every enemy class and edit the AfterExBindN() functions, where N is the h scene stage number. There you should find a this.hasumiEscape(); call. Deleting this should do the trick.
For example here is the function in the BindJellyManager class (the jelly fish enemy)
private void AfterExBind3()
{
this.audioSourceBGM.Play();
this.ptclUmbrella.Play();
this.gameManager.resetEcs();
this.jellyState = BindJellyManager.JELLY_STATE.BIND3;
this.hasumiEscape();
}
It gets called after hasumi orgasms in stage 3 of the h-scene. The hasumiEscape call does pretty much what it says plus resetting a bunch of variables, positions and counters.
If you feel fancy you could play around with the this.gameManager.resetEcs() function and alter the logic of what happens with stamina and corruption after an orgasm. This function is managed for all enemies, so changes apply to all of them.
Finding all the enemies is a whole different story... The naming is terrible. But let me know if you want to invest some
One last thing I had in mind: Is there an easy way to control how effective struggling to escape is, per keypress? Maybe to add a negative modfier to everything, similar to how the negative modifiers to escaping work on some equipments? Or is that also controlled on a per-enemy basis?