Mod Unity [Secret Flasher Manaka] Custom Missions 1.1.9 & Version 2 Beta

5.00 star(s) 1 Vote

Suzutsuki117

New Member
Oct 23, 2025
13
65
39
I hope there's a function in Custom Missions that lets you individually enable or disable portals to different areas. With this, something like “You can't go home unless you pick up the key” could be implemented.
 

cherry_sigma

Newbie
Dec 29, 2022
74
163
43
Thanks for this. Its fun seeing this idea get created and then updated so fast. Couple of things I've noticed however:
1 The vibrator setting puts all the adult toys on at once, which is a bit much, is there any way it could do say one at a time so getting caught multiple times makes things ramp up instead of starting at max?
2 the teleport to the clothes store was dropping me under the store so i would fall forever. I had to use the escape option or quit out. I know the teleport to downtown worked, however of the 4 times i tested getting caught 3 went to the clothes store and an infinite fall.
For the teleport point problem:

I figured out that the vanilla game have no random teleport point inside both store which I am relying on. (Since they don't have drone mission too)

This reminds me to add a set of options adjusting which stages are include into the teleport list, or manually set the start point like Suzutsuki did.
(I'll work on it now)
(Btw what is the written form of id "Suzutsuki"? Like 涼月 or 鈴月? Just curious.)
 
  • Like
Reactions: twoer

cherry_sigma

Newbie
Dec 29, 2022
74
163
43
I've made a converter for custom missions (V1 JSON → V2 .code scripts). It mostly works, but no guarantees for all cases. I won't be updating it—honestly not sure why I made it, probably just boredom. I ran out of patience during development, especially with the script logic part...

If you're interested, the source code is included. Feel free to optimize or modify it however you like.
═══════════════════════════════════════════════════════════════
CustomMissions Converter (V1 → V2)
For Secret Flasher Manaka
═══════════════════════════════════════════════════════════════

【USAGE INSTRUCTIONS】

1. Place CustomMissionsConvert.exe in the same folder as your V1 JSON mission files
2. Double-click the executable to run the converter
3. The converter will create a folder and .code script file for each JSON file
4. After conversion, copy the generated folders to the CustomMissions2 folder
in your game root directory


【ABOUT THIS PROJECT】

This converter's core architecture was built by me, using my preferred state
machine pattern for script generation. During development, after writing a
lengthy main function, I discovered a logic error due to my own mistake.
I lost patience with fixing it, so I handed over the subsequent work to an
AI assistant. The AI was incredibly capable and completed all my remaining
requirements.

This tool cannot guarantee 100% conversion success for all JSON missions.
I estimate around 90% success rate, as I haven't accounted for all edge cases.

This is a test version, and I don't plan to update it further. The source code
is available in the source folder. Feel free to optimize or improve it without
needing any authorization.


【DISCLAIMER】

This is beta software. Generated scripts may require manual adjustments for
certain missions.


【PACKAGE CONTENTS】

CustomMissionsConvert/
├── CustomMissionsConvert.exe Converter executable
├── README.txt This file
├── include/ Third-party libraries (nlohmann/json)
└── src/ Source code folder
├── main.cpp
├── ConvertManager.h
├── ConvertManager.cpp
├── Types.h
└── PCH.h


【LICENSE】

Public Domain - Feel free to use, modify, and distribute without restrictions.


═══════════════════════════════════════════════════════════════
Enjoy!
═══════════════════════════════════════════════════════════════
No offense but why not Rust? (Just a joke, for such job the best tool would be Python.)
 
  • Like
Reactions: twoer

nrgnv

Newbie
Feb 23, 2023
32
42
193
It is possible but requires a lot of time to catalogue all clothes. I believe all clothes that "blocking" Manaka's body are recorded to be removed at once. If you prefer to have clothes removed one by one, try editing this part:

Code:
# line 83
stripCosplay:
    stripClothesList = getStripClothesList()
    i = _state.Cosplay.Count()
    while i > 0
        i = i - 1
        clothing = _state.Cosplay[i]
        if stripClothesList[clothing]
            UnequipCosplay(clothing)
            Log("assaultConsequences: strip " + clothing)
into:

Code:
# line 83
stripCosplay:
    stripClothesList = getStripClothesList()
    i = _state.Cosplay.Count()
    if i > 0
        i = i - 1
        clothing = _state.Cosplay[i]
        if stripClothesList[clothing]
            UnequipCosplay(clothing)
            Log("assaultConsequences: strip " + clothing)
And if you want it to be randomized

Code:
stripCosplay:
        if _state.Cosplay.Count() > 0
            i = RandomInt(0,_state.Cosplay.Count()-1)
            clothing = _state.Cosplay[i]
            UnequipCosplay(clothing)
            Log("assaultConsequences: strip " + clothing)
        else
            Log("assaultConsequences: can't strip, ran out of clothes")
 

cherry_sigma

Newbie
Dec 29, 2022
74
163
43
Combined previous 3 mods, rewritten most of the logic and ui.
*Items not in the same stage wouldn't be shifted.
**Different kind of items have their own shifting timer.
***After reading some details of the Messager API now I feel like an idiot.
****I hope there can be a thread.Sleep(seconds) API or something to save CPU time.
aaa.png bbb.png
 

cherry_sigma

Newbie
Dec 29, 2022
74
163
43
Jun 30, 2020
24
10
139
For the teleport point problem:

I figured out that the vanilla game have no random teleport point inside both store which I am relying on. (Since they don't have drone mission too)

This reminds me to add a set of options adjusting which stages are include into the teleport list, or manually set the start point like Suzutsuki did.
(I'll work on it now)
(Btw what is the written form of id "Suzutsuki"? Like 涼月 or 鈴月? Just curious.)
Thanks for fixing the teleport bug. I found 2 more bugs, they are probably either a base game thing or a NPC behavior mod bug but ill mention them anyway.
1 I had one time when i got handcuffed and vibed and when trying to get the keys i realized it spawned the remote and keys in the same place with the remote on top so I couldn't interact with the remote (hands bound) and I couldn't get the key (under the remote) I dont know if there is a way to make sure the remote and key don't spawn on each other, but if possible that would be nice.
2 when I was trying to cram my way into the area with both the key and the vibe to see if there was an angle that would let me grab the key from under the remote and I got caught again, but the NPC walked away after starting to have sex and it left me stuck in the animation.

Thanks again for making this, I always liked the idea of the NPC behavior mod, but it felt too easy. Having a bunch of options is really fun.
 
  • Like
Reactions: twoer

cherry_sigma

Newbie
Dec 29, 2022
74
163
43
Handcuffed Poses !!
Just tested and realized that Manako can actually do Anything even cuffed.
a.png
This makes some ideas possible, like scripting her to do a sequence of actions under certain circumstances. Like when peeing in crouch mode, do dog pee instead, regardless being cuffed or not. And so many possible interactions, like being able to sit down cuffed.
The problem is not what can do, but what to do reasonably.
Another problem is the ActionNames in code is not the Action. See the attached ActionsType.txt, and I don't know what action is actually what pose in game. I need help on this. For example I don't know what Action is the crawling, but it should be possible even cuffed.

Ps: Superwoman Manaka, balancing with supreme core strength.
 
Last edited:
  • Like
Reactions: twoer

cherry_sigma

Newbie
Dec 29, 2022
74
163
43
Just tested and realized that Manako can actually do Anything even after cuffed.

View attachment 5418062
This makes some ideas possible, like scripting her to do a sequence of actions under certain circumstances. Like when peeing in crouch mode, do dog pee instead, regardless being cuffed or not. And so many possible interactions, like being able to sit down cuffed.
The problem is not what can do, but what to do reasonably.
Another problem is the ActionNames in code is not the Action. See the attached ActionsType.txt, and I don't know what action is actually what pose in game. I need help on this. For example I don't know what Action is the crawling, but it should be possible even cuffed.

Ps: Superwoman Manaka, balancing with supreme core strength.
Yes, after. Through player instructions will be intercepted by the game system, the game system didn't disallow these actions. So the basic idea becomes scripting Manaka to do some poses by herself. This makes sense since many poses in the game can be logically connected to one another. It will also been better depicting a vivid hentai girl if she acts by her instincts.
 

cherry_sigma

Newbie
Dec 29, 2022
74
163
43
Thanks for fixing the teleport bug. I found 2 more bugs, they are probably either a base game thing or a NPC behavior mod bug but ill mention them anyway.
1 I had one time when i got handcuffed and vibed and when trying to get the keys i realized it spawned the remote and keys in the same place with the remote on top so I couldn't interact with the remote (hands bound) and I couldn't get the key (under the remote) I dont know if there is a way to make sure the remote and key don't spawn on each other, but if possible that would be nice.
2 when I was trying to cram my way into the area with both the key and the vibe to see if there was an angle that would let me grab the key from under the remote and I got caught again, but the NPC walked away after starting to have sex and it left me stuck in the animation.

Thanks again for making this, I always liked the idea of the NPC behavior mod, but it felt too easy. Having a bunch of options is really fun.
1: Possible if I script to record each item's pos but that may impact cpu usage. And since the vanilla game have the same problem when key and remote can be overlapped, emmm, I might still find some niche way out but hard to say.

2: It is a problem of the NPC behavior mod and I don't know how to fix this. Maybe due to NPC restoring their original action too earlier? Just guess.
This problem haven't annoyed me that much so I haven't pay any effort to figure it out, but I think the behavior of regaining control after a certain amount of time might be scriptable.
 

cherry_sigma

Newbie
Dec 29, 2022
74
163
43
1: Possible if I script to record each item's pos but that may impact cpu usage. And since the vanilla game have the same problem when key and remote can be overlapped, emmm, I might still find some niche way out but hard to say.

2: It is a problem of the NPC behavior mod and I don't know how to fix this. Maybe due to NPC restoring their original action too earlier? Just guess.
This problem haven't annoyed me that much so I haven't pay any effort to figure it out, but I think the behavior of regaining control after a certain amount of time might be scriptable.
Ps: for the problem 1 I came up an idea, that I can make the key item circle slightly bigger that the remote one, thus overlapping won't be an obstacle.
Thought I have some idea on problem 2, they are not working out possibly, but I will try experiment if I have long-enough spare time.
 

nrgnv

Newbie
Feb 23, 2023
32
42
193
Another problem is the ActionNames in code is not the Action. See the attached ActionsType.txt, and I don't know what action is actually what pose in game. I need help on this. For example I don't know what Action is the crawling, but it should be possible even cuffed.
Crouching is under common conditions
1762595547086.png
I want to look into _state if somehow we could inject action from there (despite the docs says don't). But crouching handcuff is possible, eroeroiz's Stealth Ninja Action does that in v1 but the way they do it is by having Manaka crouching first then put handcuff on her

Edit: Haven't find anything to force Manaka to crouch. But here is the _states content and their example values if anyone interested
 
Last edited:

cherry_sigma

Newbie
Dec 29, 2022
74
163
43
I've just played this mod.
It was exactly what I'd hoped for.
Thank you to the people who created the base mod.
And you.
People with talent are incredible.
They can make their dreams come true as if they were flapping their wings.
They're like a bird flying high above my head, when I'm tired and have given up.
For scripting, it is just some programmer's instincts and a bit of basic experiences. Everyone can have it done eventually.
But the developer of this BepInEx mod is really incredible.

a.png

Ps: A reminder for those who want to use positional arguments rather than named arguments in script functions, the variable for access arguments is " _args " and is a List. Don't know why this is not documented.
 
Last edited:

cherry_sigma

Newbie
Dec 29, 2022
74
163
43
Crouching is under common conditions
View attachment 5418309
I want to look into _state if somehow we could inject action from there (despite the docs says don't). But crouching handcuff is possible, eroeroiz's Stealth Ninja Action does that in v1 but the way they do it is by having Manaka crouching first then put handcuff on her

Edit: Haven't find anything to force Manaka to crouch. But here is the _states content and their example values if anyone interested
Inspected the dumped file from BepInEx.

The code to compute whether hands are spared, is located in class:
Code:
ExposureUnnoticed2.Object3D.Player.Scripts.PlayerFacade
where the signature:

Code:
public unsafe bool CanUseHand(bool isSendMessage, bool isSkipHandcuff = false, bool isSkipBasket = false, bool isSkipPlayingAction = false, bool isSkipCrouch = false)
BepInEx cannot dump the function body since IL2CPP is involved, making it hard to trace down whom have used this function.

Once related functions are found, a mod to truly enable some of the actions could be made, since we don't want the cuffs to be just decorations.

I'll just forget this detour by now and catalogue aspects of the actions first, like which action can have swift transition to another and what action is walking-allowed, what action is peeing-related and so on.

EDIT:
I'll just forget this detour by now This is wrong. Method "CanUseHand" isn't even called when player trys to act cuffed.
 
Last edited:
  • Like
Reactions: twoer

cherry_sigma

Newbie
Dec 29, 2022
74
163
43
Action Test Tool

*Simply allow user to perform *ANY* action from phone.

DO NOT USE THIS IN NORMAL GAMEPLAY.
DUE TO HISTORICAL REASON, SOME ACTIONS EXIST BUT NOT PLAYABLE.
DUE TO GAME SYSTEM, SOME ACTION IN CERTAIN PLACE CRASHES THE GAME.
DUE TO GAME SYSTEM, SOME ACTION IN CERTAIN PLACE CRASHES THE BASIC V2 MOD.
(Meaning Alt + f4 quit will be last resort.) (Don't affect game files as long as you didn't saved.)

Surprising the game system use actions to trigger game logics, like the Sad action which is played normally at Game Over, will cause unreasonable out of map teleportation. (And player lost control to Manaka, while Manaka running to door of home. )

This is just a tool to test some action transition and combinations.
 
5.00 star(s) 1 Vote