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[Feedback] Gameplay and Balance discussion

Started by Goldo, May 18, 2022, 02:32 PM

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Chordless___D

Okay, this is what I've just tried...

In BKgirlclass.rpy, I've changed lines 1157 to 1164 and lines 1243 to 1250 to read the following:

     if self.mood > 5 and "sad" not in not_tags: # Sad tags won't happen if girl is happy and loving
                not_tags.append("sad")
     if self.mood < 10 and "happy" not in not_tags: # Happy tags won't happen if girl is sad or in fear
                not_tags.append("happy")
     if self.mood > 12 and "neutral" not in not_tags: # Neutral tags won't happen if girl is happy or in love
                not_tags.append("neutral")
     if self.mood < -5 and "neutral" not in not_tags: # Neutral tags won't happen if girl is sad or in fear
                not_tags.append("neutral")



I then started a new game, running the 'free girls only' adaptation with no mods.  The girl I got started with (according to the pop-up on the brown/green circle to the right of her name; next to her defence rating) a mood of +0.1, and, in fact, her profile and portrait were both "neutral" (I checked the images in her folder to confirm this).


I then bought her a flower, and her mood (according to the pop-up) went up to +2.2.  I ended the day.


The picture for her resting was a "happy" picture, and then her profile and portrait pictures had both changed to "happy" pictures as well.  Please note that the code I'd changed in BKgirlclass asked that "happy" pictures be added to not_tags if her mood was < 10.


I then opened the console.  As I was using different code to the one associated with your suggestion, I typed 'girl = MCgirls[nr] ' (including the space after the ] symbol), and the pasted the text for the code I've made bold above.

The program then crashed.


What am I doing wrong?


Could it be that the digits in the code are 1/10 of what they are for the program?

I'm going to test that theory now! :D

Chordless___D

Well, huz-to-the-mother-fucking-zah.

That was it all along.

The mood shown in the game is 1/10 the mood in the code.

Phew!  Well, I'm glad we got THAT sorted.

Thanks for your help Jman :)  Got there in the end.

Jman

#317
I think you're confusing mood change with mood. :P

Forgot that Goldo doesn't show you the actual love/fear/mood values.
And with strange aeons even death may die...

Chordless___D

Yes, I was, you're right.

In any case, pleased I now know how to twirl it to my fancy.

(Learned a little more about coding too, which is also nice.)

Dzeris

#319
Any reason why Nessa in girl pack has her name fixed when cloning? It just creates bunch of identically named girls.

I suspect that kidnapping event is difficult to trigger cause logical way of running the house is to keep threat low and arm girls. Achievement depends on RNG and player deliberately playing wrong way.

Interactions with girls do not take into account that some of the girls have inverted fear
Spoiler
aka masochist. How player is supposed to interact with them, if they love fear being high and are frightened/refuse to interact at the same time
[close]
.

Jman

Quote from: Dzeris on Jan 28, 2026, 05:50 PMAny reason why Nessa in girl pack has her name fixed when cloning?
Due to having 'keep_first_name' and 'keep_last_name' set to 'True', I imagine.

Quote from: Dzeris on Jan 28, 2026, 05:50 PMI suspect that kidnapping event is difficult to trigger cause logical way of running the house is to keep threat low and arm girls. Achievement depends on RNG and player deliberately playing wrong way.
You can't keep threat low, you can only slow it down. Which event happens then is RNG that you don't have much input into. 

There is also a kidnap event with the farm shows now, too.

Quote from: Dzeris on Jan 28, 2026, 05:50 PMHow player is supposed to interact with them, if they love fear being high and are frightened/refuse to interact at the same time.
Well, obviously you punish them instead of chatting. That's what they want, after all. :P
And with strange aeons even death may die...

zapdose

was the chances of random sexual encounters lowered for girls who are in the waitress/dancer, etc? I feel like they never get propositioned for any sexual acts.

Dzeris

Quote from: Jman on Jan 28, 2026, 06:22 PM
Quote from: Dzeris on Jan 28, 2026, 05:50 PMHow player is supposed to interact with them, if they love fear being high and are frightened/refuse to interact at the same time.
Well, obviously you punish them instead of chatting. That's what they want, after all. :P

In end game there is no reason to punish them, punishing without reason results pushback and negative score can be reduced only by chucking monster juice. Interesting mechanic, but it is only creating problems for Mister Perv dealing with Kiddo.

Jman

#323
Quote from: Dzeris on Jan 29, 2026, 08:54 AMIn end game there is no reason to punish them, punishing without reason results pushback
Doesn't punishment without reason only reduce outcomes for scolding 'idealist' girls... which masochists are not?

But I agree, something that reduces or reverses love/mood losses when you're working with a masochist and play along with her would be nice.
And with strange aeons even death may die...

GoldoTopic starter

Quote from: Chordless___D on Jan 24, 2026, 01:47 PMWell, huz-to-the-mother-fucking-zah.

That was it all along.

The mood shown in the game is 1/10 the mood in the code.

Phew!  Well, I'm glad we got THAT sorted.

Thanks for your help Jman :)  Got there in the end.

Here's something that might help in the future. To remove the random chance element, you can check any combination of tags and 'get_pic' criteria using this call in the console (shift+o):
call pic_test("portrait")(replace portrait with other tags and additional arguments as needed)

It should (should) apply all relevant filters, so you can find out if a specific girl is able to display the right portrait or not.
Maker of BK. Looking for the latest patch for BK v0.3? The link doesn't change, so bookmark it!