CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
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Cheat Mod Ren'Py The Null Hypothesis Cheat Injector [v2.1] [Sleepingkirby]

sleepingkirby

Active Member
Aug 8, 2017
822
1,287
One thing I haven't found though is whatever prevents the girls from walking outside their rooms with cum on their face - if this gets added too it would be sweet.
So I've been thinking about this in the back of my head in the last few hours.

First off:
"./scripts/mechanics/movement.rpy" 32
Code:
            while locations:
                if temp_Characters[0].spunk[locations[0]]:
                    call clean_cum(temp_Characters[0]) from _call_clean_cum_7

                    $ someone_changed = True

                $ locations.remove(locations[0])
That's where it cleans up the cum.


What if I change it from:
Code:
                if temp_Characters[0].spunk[locations[0]]:
to something like:
Code:
                if (temp_Characters[0].love + temp_Characters[0].trust) <= 4000  && temp_Characters[0].spunk[locations[0]]:
?

That way, they'll only do it AFTER a certain point. It doesn't have to be after a certain amount of points either. We can do like if they're willing to wear a vibrator or when they've agreed to date you or something similar?

What do you think?

Note: Anyone, not just Nast33 can chime in.
 
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Nast33

Newbie
Jul 1, 2017
60
52
So I've been thinking about this in the back of my head in the last few hours.

First off:
"./scripts/mechanics/movement.rpy" 32
Code:
            while locations:
                if temp_Characters[0].spunk[locations[0]]:
                    call clean_cum(temp_Characters[0]) from _call_clean_cum_7

                    $ someone_changed = True

                $ locations.remove(locations[0])
That's where it cleans up the cum.


What if I change it from:
Code:
                if temp_Characters[0].spunk[locations[0]]:
to something like:
Code:
                if (temp_Characters[0].love + temp_Characters[0].trust) <= 4000  && temp_Characters[0].spunk[locations[0]]:
?

That way, they'll only do it AFTER a certain point. It doesn't have to be after a certain amount of points either. We can do like if they're willing to wear a vibrator or when they've agreed to date you or something similar?

What do you think?

Note: Anyone, not just Nast33 can chime in.
I don't really care about them specifically walking out of the room with it on, just the ability to have it on outside, so whatever is fine with me. (Though if they have it in the room and don't clean themselves off when exiting, that's nice).

As for your previous reply on shame caps etc - didn't look too deep into how it calculates, just did the bruteforce thing of editing each clothing item's shame values to be super low, including the shame value for the naked body. If you can do it in a more elegant way, by all means - same as above, the result is what matters. As long as no sidequests chains are broken (not sure how they work and if crossing thresholds at certain points matters) if we raise the caps and give ourselves 4000 of love/trust just to have them slutting it up in public, I'm for it.

Kudos for the good work!
 

sleepingkirby

Active Member
Aug 8, 2017
822
1,287
Kudos for the good work!
Thank you.

As for your previous reply on shame caps etc - didn't look too deep into how it calculates, just did the bruteforce thing of editing each clothing item's shame values to be super low, including the shame value for the naked body.
Honestly, the way it is now is the most elegant way. Mostly because it allows for people to work up to it and doesn't interfere with anything else. Also, previously the caps are per season. Something like 100 at spring, 150 at summer. I've always felt it was kind of bad because if you max out during spring, all the love and trust you gain after the cap is lost and doesn't carry over. The cheat injector sets ALL of those caps to be 99999. Which is more than the shame for them being blatantly naked.

I don't really care about them specifically walking out of the room with it on, just the ability to have it on outside, so whatever is fine with me. (Though if they have it in the room and don't clean themselves off when exiting, that's nice).
I'm actually playing with that right now as I type. Each character as a counter in Character.History.check("wear_cum"). I'm considering setting it to check for >=10. So if they've agreed to wear your cum for 10 times, they'll leave it when they walk out the room. Makes sense game-wise, gives the player something to work up to and they can still reject it if they're mad or something. And it's an easy change too. I could literally get this done in like 10 minutes.
 

Kurenai_Aitou

New Member
Jan 26, 2020
3
1
Overview:
A script to apply cheats into the game "The Null Hypothesis". Based off of SLDR's Rogue-like cheat injector.
Please refer to the screenshots as to where to click on to use the cheats.

DISCLAIMER: WHEN USING THIS CHEAT, OR EVEN HAVE USED IT ONCE AND REMOVED IT,
PLEASE DO NOT REPORT BUGS TO THE NULL HYPOTHESIS TEAM AS
THE BUGS MAY BE A RESULT OF THE CHEAT.

>>>ESPECIALLY SINCE V1.6 OF THIS CHEAT CAN LET YOU PLAY THE GAME IN WAYS NOT [YET] INTENDED<<<


Please also note that THIS CHEAT DOES NOT TURN ON THE ABILITY TO HAVE SEX EARLY as
that is a scheduled game event. Please see FAQ for full details.



Updated: 2024-09-06
Game/Creator: The Null Hypothesis/Ron Chon
Modder: Sleepingkirby
Mod Version: 1.7
Game Version: 0.5a and above
Language: English

Features:
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Installation:
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Reinstallation:
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Change-Log:
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FAQ:

Will I make an Android version?
- Short answer: No. It's a technological limit.
You don't have permission to view the spoiler content. Log in or register now.

Why won't <insert character here> have sex with me even thought their love/trust value is over 9k? <insert DBZ meme here>
- Whether or not they have sex with you is not dependent on a numeric value, but on specific event flags. At the time of writing, the characters will need to have said "I love you" first before they are willing to have sex with you.


Can you add that as part of the cheat?
- Short answer: I won't as this is a bad idea.
You don't have permission to view the spoiler content. Log in or register now.


Download:
Windows:

Linux:


View attachment 3441235 View attachment 3859954 View attachment 3441243 View attachment 3441245 View attachment 3515411
I keep getting this error FileNotFoundError: [Errno 2] No such file or directory: './scripts/interface/main_menu.rpy'
 

sleepingkirby

Active Member
Aug 8, 2017
822
1,287
I keep getting this error FileNotFoundError: [Errno 2] No such file or directory: './scripts/interface/main_menu.rpy'
Can you give me the full output of the script? That file being missing means that either there are other things that went wrong and this is just a symptom of the real problem or your game is so corrupt that it's missing the main menu of the game.
 

Kurenai_Aitou

New Member
Jan 26, 2020
3
1
Can you give me the full output of the script? That file being missing means that either there are other things that went wrong and this is just a symptom of the real problem or your game is so corrupt that it's missing the main menu of the game.
The Null Hypothesis Cheat Injector

Vesrion: 1.7
by Sleepingkirby
built on top of RL Cheat Injector by SLDR @ F95zone.com
----------------------------------------------------


Available Options:
1) Apply cheat
2) Quit

Enter a number: 1

----------------------------------------------------

No backup's found. Safe to progress.
Creating rpatool...

Searching for RPA packages

Cleaning up temporary files...

Creating cheat...
Traceback (most recent call last):
File "D:\Game Guides\Camera Roll\Stuff 1\games\New folder 40\TheNullHypothesis-0.5b-pc\TheNullHypothesis-0.5b-pc\game\_cheat.py", line 23, in <module>
main_menu()
File "D:\Game Guides\Camera Roll\Stuff 1\games\New folder 40\TheNullHypothesis-0.5b-pc\TheNullHypothesis-0.5b-pc\game\_cheat.py", line 10, in main_menu
with open(fn, "r") as file:
FileNotFoundError: [Errno 2] No such file or directory: './scripts/interface/main_menu.rpy'

Cleaning up temporary files...

----------------------------------------------------

Finished!

Enter "1" to go back to the menu, or any other
key to exit:

This was everything I got after applying the cheat. I have version 0.5b.
 

sleepingkirby

Active Member
Aug 8, 2017
822
1,287
The Null Hypothesis Cheat Injector

Vesrion: 1.7
by Sleepingkirby
built on top of RL Cheat Injector by SLDR @ F95zone.com
----------------------------------------------------


Available Options:
1) Apply cheat
2) Quit

Enter a number: 1

----------------------------------------------------

No backup's found. Safe to progress.
Creating rpatool...

Searching for RPA packages

Cleaning up temporary files...

Creating cheat...
Traceback (most recent call last):
File "D:\Game Guides\Camera Roll\Stuff 1\games\New folder 40\TheNullHypothesis-0.5b-pc\TheNullHypothesis-0.5b-pc\game\_cheat.py", line 23, in <module>
main_menu()
File "D:\Game Guides\Camera Roll\Stuff 1\games\New folder 40\TheNullHypothesis-0.5b-pc\TheNullHypothesis-0.5b-pc\game\_cheat.py", line 10, in main_menu
with open(fn, "r") as file:
FileNotFoundError: [Errno 2] No such file or directory: './scripts/interface/main_menu.rpy'

Cleaning up temporary files...

----------------------------------------------------

Finished!

Enter "1" to go back to the menu, or any other
key to exit:

This was everything I got after applying the cheat. I have version 0.5b.
The output should have had the line:
Unpacking archive.rpa - ## bytes

In your games folder, does archive.rpa exist? Is it named archive.rpa or does it have a different file extension besides .rpa? Because, for some reason, the command prompt on your machine isn't finding that file and that file contains almost all of the games assets. You don't have a game if you don't have that file.
 

Kurenai_Aitou

New Member
Jan 26, 2020
3
1
Ok, problem solved. I had the game on an external hard drive and it wasn't working right. I moved it to my desktop and everything installed correctly. Thank you for your patience.
 
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sleepingkirby

Active Member
Aug 8, 2017
822
1,287
Ok, problem solved. I had the game on an external hard drive and it wasn't working right. I moved it to my desktop and everything installed correctly. Thank you for your patience.
That's crazy that the OS isn't throwing errors when trying access that file. Hardware problems should traditionally throw sector inaccessible, unreadable or corrupted errors with something like that.

No problem. Glad the problem was found.
 

sleepingkirby

Active Member
Aug 8, 2017
822
1,287
V1.8 has been released. There's no major change/functionality. It includes a fix for the 0.3b~0.5a bug where, despite being allowed to date other characters, you're marked as a cheater if you do. The new button will remove those flags permanently BUT, since these flags do NOT have any impact on the current state of the game, you will NOT see any notable differences.
Please refer to changelog for full details.
 
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sleepingkirby

Active Member
Aug 8, 2017
822
1,287
Game update 0.6a wont start with this.
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Thank you. Ronchon must have changed that file. I haven't downloaded 0.6a beta yet. I'll do that now.

ETA: That's not the only thing he changed significantly.... It shouldn't be too bad though. Will have a new version soon.
Okay, wow. he rewrote A LOT. Still not too bad but damn.


Alright, I'm wrong. He's completely redefined how ability points work. Like, they don't technically exist anymore. It's dependent on levels. There's some other mechanics re-writes as well. this will take a bit.
 
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sleepingkirby

Active Member
Aug 8, 2017
822
1,287
Alright, for anyone watching this thread. I have a question for you all.

Context:
The skills/ability points system has been overhauled COMPLETELY. Essentially, the "skill points" you see in the profiles screen is fake, an illusion. That number doesn't really exist. That number is a mathematical calculation of:
Player.level - SUM(all the skill costs of all the abilities that you bought)

Here's the question, I have 2 choices to go about this:
1) I remove the "add skill points" button and add one to levels.
2) I alter code so that ability_points is added back in and continue to edit that.

The first means that you'll have to level up always to get skills (which might mean I need to look for, and break, any level caps that exists). The second is that you can be at a low level and still get all the abilities.

Which do you guys prefer? The amount work difference between the two is negligible.
Feel free to ask any questions and/or for more info.

I need to go take a coding evaluation for an interview so you all probably have until the end of the day. (in about 8 hours)
 
Last edited:

DarkKingRen

Member
May 30, 2017
457
198
Alright, for anyone watching this thread. I have a question for you all.

Context:
The skills/ability points system has been overhauled COMPLETELY. Essentially, the "skill points" you see in the profiles screen is fake, an illusion. That number doesn't really exist. That number is a mathematical calculation of:
Player.level - SUM(all the skill costs of all the abilities that you bought)

Here's the question, I have 2 choices to go about this:
1) I remove the "add skill points" button and add one to levels.
2) I alter code so that ability_points is added back in and continue to edit that.

The first means that you'll have to level up always to get skills (which might mean I need to look for, and break, any level caps that exists). The second is that you can be at a low level and still get all the abilities.

Which do you guys prefer? The amount work difference between the two is negligible.


I need to go take a coding evaluation for an interview so you all probably have until the end of the day. (in about 8 hours)
id say the first in case the code gets changed more. it keeps it simple and works better
 

sleepingkirby

Active Member
Aug 8, 2017
822
1,287
id say the first in case the code gets changed more. it keeps it simple and works better
Ironically, second option is more insular. Because I'm injecting my own functions and adding a property that RonChon's not gonna mess with it because he doesn't know it exists. And considering that he straight up removed ability_points as a property (thought it still exists in save data), who knows how that system will change later.

In the larger scale/higher scope, for protecting against future changes, the pro/con differences between both options are a wash.

I'm not saying this to sway votes. I just want to make sure people understand that neither options is, technically, better than the other for future code proofing.
 

Nevrius

Member
Jun 10, 2020
269
319
Alright, for anyone watching this thread. I have a question for you all.

Context:
The skills/ability points system has been overhauled COMPLETELY. Essentially, the "skill points" you see in the profiles screen is fake, an illusion. That number doesn't really exist. That number is a mathematical calculation of:
Player.level - SUM(all the skill costs of all the abilities that you bought)

Here's the question, I have 2 choices to go about this:
1) I remove the "add skill points" button and add one to levels.
2) I alter code so that ability_points is added back in and continue to edit that.

The first means that you'll have to level up always to get skills (which might mean I need to look for, and break, any level caps that exists). The second is that you can be at a low level and still get all the abilities.

Which do you guys prefer? The amount work difference between the two is negligible.
Feel free to ask any questions and/or for more info.

I need to go take a coding evaluation for an interview so you all probably have until the end of the day. (in about 8 hours)
Personally, I kinda prefer the first option, purely from an immersion perspective (as crazy as it may sound XD).
 

leathermax

Well-Known Member
Feb 10, 2019
1,449
4,608
Alright, for anyone watching this thread. I have a question for you all.

Context:
The skills/ability points system has been overhauled COMPLETELY. Essentially, the "skill points" you see in the profiles screen is fake, an illusion. That number doesn't really exist. That number is a mathematical calculation of:
Player.level - SUM(all the skill costs of all the abilities that you bought)

Here's the question, I have 2 choices to go about this:
1) I remove the "add skill points" button and add one to levels.
2) I alter code so that ability_points is added back in and continue to edit that.

The first means that you'll have to level up always to get skills (which might mean I need to look for, and break, any level caps that exists). The second is that you can be at a low level and still get all the abilities.

Which do you guys prefer? The amount work difference between the two is negligible.
Feel free to ask any questions and/or for more info.

I need to go take a coding evaluation for an interview so you all probably have until the end of the day. (in about 8 hours)
Whichever you think would break the game less in the long run.
 

sleepingkirby

Active Member
Aug 8, 2017
822
1,287
(Jesus Christ... Hackerrank requires to agree to let them train their AI on your code? Yeah, no fuck that...)

Alright, everyone. So I've had time to think and read and scan through the code. Here's the break down:

Level up button option:
  • Pros:
    • more towards the game's mechanics/flow
    • leveling up means higher stipend from Prof. X
  • Cons:
    • Leveling up outside of XP can cause XP and level desync.
      • For example, let's say at level 1, you need 15 XP to reach level 2. You artificially boost yourself to level 2. Now level 3 needs 15 XP to reach it.
      • I don't know if this will or won't have an impact in the future, but it may impact game play.
    • I'll probably need to break the level cap. Currently, it's at [15, 15, 15, 20, 25, 30]. So, first 3 seasons, level 15. 20 at the fourth season, etc.
    • leveling up means higher stipend from Prof. X
      • This is not a copy paste error. Some people not want higher stipend yet. I don't know who, but as a programmer, I try to think of all possibilities.
Ability points addon:
  • Pros:
    • No level cap can stop ability points
    • It'll work with any remaining ability points you might have had (either from cheating or from regular gameplay)
    • Extra functions means it's going to be free from change from any future game updates. RonChon can't change what's not there yet.
  • Cons:
    • Have to alter an existing function and add a custom function
    • Playing the game in ways it was never meant to by introducing new variables
    • Extra functions means it's going to be free from change from any future game updates. RonChon can't change what's not there yet.
      • Again, not a copy paste mistake. This might also mean that it might age out with time.

So here's my decision. FOR NOW, I'm going to implement the ability_points version. The only reason being that I feel the level desync might really break the game.

BUT! Look at these sliders:

Screenshot_2024-10-01_20-44-49.png

I'm gonna have to inject some cheats into that. As an Asian that grew up in the US, my soul screams at the fact it says I have a 1.0 GPA. I'm joking of course, but I do want to inject something into those. So I figure, might as well do the level up button as well.

But also, this beta version is very broken. Animations are missing. Rogue's second quirk breaks the game. Events aren't firing. (cause, it's a beta) So here's what I'm going to do.

I'm going to make a version 1.9 Beta. They will NOT be replacing what's on the OP of this thread. They will have all the features of 1.8, including the ability_points button. Meanwhile, I will work on getting those three sliders AND the level up button done. And when it's confirmed that those will work with game version 0.6a (not beta), then I will replace the links in the OP.

Any questions, comments, statements, inquiries, things you want to know, please feel free to post them below and ask.

Thank you.
 
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