Cultcow EvaXephon / Yanderedev / Alex Mahan / Alexander Stuart Mahan / cannotgoogleme - Edgy weeaboo coomer with pedo tendencies and 15+ years internet history as a lolcow, now known as a disaster developer behind eternal debug build called "Yandere Simulator", confirmed groomer and dollfucker

The end of EvaXephon?


  • Total voters
    2,418
This game has just become a complete mess. I don't know about you guys, but I don't care about saiko lore. it's stupid
What’s especially bad is Alex’s decision to have Megami be absent for most of the game until every other rival is dead, neuters any organic impressions that players can form towards her during gameplay.
Expecting people to watch 2 hours of “lore” on YouTube to get a character who has ~10 minutes of screentime is dumb.
 
This post is pretty sad right here: https://www.reddit.com/r/yandere_simulator/comments/8959kv/thank_you_yanderedev/
twyeq.PNG

On one hand, the dude is actually giving out some good advice to tell the Dev to let the programmer fix his spaghetti code (:optimistic:If he even will accept that task:optimistic:) and let Alex kick back and do something else, (Like actually learn how to write C#:optimistic:). But on the other hand, the ass-kissing and ;optimism: is strong in this one.
 
This post is pretty sad right here: https://www.reddit.com/r/yandere_simulator/comments/8959kv/thank_you_yanderedev/
View attachment 417658
On one hand, the dude is actually giving out some good advice to tell the Dev to let the programmer fix his spaghetti code (:optimistic:If he even will accept that task:optimistic:) and let Alex kick back and do something else, (Like actually learn how to write C#:optimistic:). But on the other hand, the ass-kissing and ;optimism: is strong in this one.
:story: What fans? Most of them are already dropping this game, Even artists and modelers are leaving as well.
 
Last edited:
Nice to see Alex is incompetent as ever after I took a break from this thread. And him breaking the "show, don't tell" rule makes me cry.

Also, a thing about Fun Girl being back from another artist: Wouldn't that fall into the original artist hands since the original artist drew the whole design first?
 
Or kidnap him herself with the readily available tranquilizer and have her mommy drive to transport Senpai? Being yandairy is a family thing after all ;)
But let me guess: her mom cannot help because Aishis have to obtain Senpai themselves!!! It's a family tradition!!!


Actually the game has it that Ayano has access to a gigantic case in a random closet and stuffs them in there. She later has access to the school in the middle of the night to drag the thing home somehow without looking suspicious. Also her parents are overseas according to some tapes so she's home alone during the game's duration without anyone to help her out at home
 
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Reactions: IAmNotDavid
Actually the game has it that Ayano has access to a gigantic case in a random closet and stuffs them in there. She later has access to the school in the middle of the night to drag the thing home somehow without looking suspicious. Also her parents are overseas according to some tapes so she's home alone during the game's duration without anyone to help her out at home
You need to be apart of the music club to get the case, also the mysterious Obstacle is in the game and follows Osana almost everywhere.
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The ID of the Mysterious Obstacle is 34
using System;
using UnityEngine;

// Token: 0x02000189 RID: 393
public class OsanaClubEventScript : MonoBehaviour
{
// Token: 0x06000747 RID: 1863 RVA: 0x00072444 File Offset: 0x00070644
public OsanaClubEventScript()
{
}

// Token: 0x06000748 RID: 1864 RVA: 0x0007244C File Offset: 0x0007064C
public void Start()
{
if (DateGlobals.Weekday != this.EventDay)
{
base.enabled = false;
}
}

// Token: 0x06000749 RID: 1865 RVA: 0x00072468 File Offset: 0x00070668
public void Update()
{
if (!this.EventOn)
{
for (int i = 1; i < 3; i++)
{
if (this.EventStudent == null)
{
this.EventStudent = this.StudentManager.Students[this.StudentID];
}
else if (!this.EventStudent.Alive || this.EventStudent.Slave)
{
base.enabled = false;
}
}
if (this.EventStudent[1] != null && this.EventStudent[2] != null && this.EventStudent[1].Pathfinding.canMove && this.EventStudent[2].Pathfinding.canMove)
{
this.EventStudent[1].CharacterAnimation.CrossFade(this.EventStudent[1].WalkAnim);
this.EventStudent[1].CurrentDestination = this.EventLocation[1];
this.EventStudent[1].Pathfinding.target = this.EventLocation[1];
this.EventStudent[1].InEvent = true;
this.EventStudent[2].CharacterAnimation.CrossFade(this.EventStudent[2].WalkAnim);
this.EventStudent[2].CurrentDestination = this.EventLocation[2];
this.EventStudent[2].Pathfinding.target = this.EventLocation[2];
this.EventStudent[2].InEvent = true;
this.EventOn = true;
}
}
else
{
Vector3 b = (this.EventStudent[1].transform.position - this.EventStudent[2].transform.position) * 0.5f + this.EventStudent[2].transform.position;
float num = Vector3.Distance(this.Yandere.transform.position, b);
if (this.Clock.HourTime > 13.5f || this.EventStudent[1].WitnessedCorpse || this.EventStudent[2].WitnessedCorpse || this.EventStudent[1].Alarmed || this.EventStudent[2].Alarmed || this.EventStudent[1].Dying || this.EventStudent[2].Dying)
{
this.EndEvent();
}
else
{
for (int j = 1; j < 3; j++)
{
if (!this.EventStudent[j].Pathfinding.canMove && !this.EventStudent[j].Private)
{
this.EventStudent[j].Character.GetComponent<Animation>().CrossFade(this.EventStudent[j].IdleAnim);
this.EventStudent[j].Private = true;
this.StudentManager.UpdateStudents();
}
}
if (!this.EventStudent[1].Pathfinding.canMove && !this.EventStudent[2].Pathfinding.canMove)
{
if (!this.Spoken)
{
this.EventStudent[this.EventSpeaker[1]].CharacterAnimation.CrossFade(this.EventStudent[1].IdleAnim);
this.EventStudent[this.EventSpeaker[2]].CharacterAnimation.CrossFade(this.EventStudent[2].IdleAnim);
this.EventStudent[this.EventSpeaker[this.EventPhase]].PickRandomAnim();
this.EventStudent[this.EventSpeaker[this.EventPhase]].CharacterAnimation.CrossFade(this.EventStudent[this.EventSpeaker[this.EventPhase]].RandomAnim);
AudioClipPlayer.Play(this.EventClip[this.EventPhase], this.EventStudent[this.EventSpeaker[this.EventPhase]].transform.position + Vector3.up * 1.5f, 5f, 10f, out this.VoiceClip, this.Yandere.transform.position.y);
this.Spoken = true;
}
else
{
int num2 = this.EventSpeaker[this.EventPhase];
if (this.EventStudent[num2].CharacterAnimation[this.EventStudent[num2].RandomAnim].time >= this.EventStudent[num2].CharacterAnimation[this.EventStudent[num2].RandomAnim].length)
{
this.EventStudent[num2].PickRandomAnim();
this.EventStudent[num2].CharacterAnimation.CrossFade(this.EventStudent[num2].RandomAnim);
}
this.Timer += Time.deltaTime;
if (this.Yandere.transform.position.y > this.EventStudent[1].transform.position.y - 1f && this.Yandere.transform.position.y < this.EventStudent[1].transform.position.y + 1f)
{
if (this.VoiceClip != null)
{
this.VoiceClip.GetComponent<AudioSource>().volume = 1f;
}
if (num < 10f)
{
if (this.Timer > this.EventClip[this.EventPhase].length)
{
this.EventSubtitle.text = string.Empty;
}
else
{
this.EventSubtitle.text = this.EventSpeech[this.EventPhase];
}
this.Scale = Mathf.Abs((num - 10f) * 0.2f);
if (this.Scale < 0f)
{
this.Scale = 0f;
}
if (this.Scale > 1f)
{
this.Scale = 1f;
}
this.EventSubtitle.transform.localScale = new Vector3(this.Scale, this.Scale, this.Scale);
}
else
{
this.EventSubtitle.transform.localScale = Vector3.zero;
this.EventSubtitle.text = string.Empty;
}
}
else if (this.VoiceClip != null)
{
this.VoiceClip.GetComponent<AudioSource>().volume = 0f;
}
if (this.Timer > this.EventClip[this.EventPhase].length + 0.5f)
{
this.Spoken = false;
this.EventPhase++;
this.Timer = 0f;
if (this.EventPhase == this.EventSpeech.Length)
{
this.EndEvent();
}
else if (this.EventPhase > 6)
{
this.EventStudent[1].CurrentDestination = this.EventLocation[this.EventPhase];
this.EventStudent[1].Pathfinding.target = this.EventLocation[this.EventPhase];
this.EventStudent[2].CurrentDestination = this.EventStudent[1].transform;
this.EventStudent[2].Pathfinding.target = this.EventStudent[1].transform;
}
}
}
}
else
{
Debug.Log("One or both characters have not yet reached their destination.");
if (!this.EventStudent[1].Pathfinding.canMove)
{
this.EventStudent[1].CharacterAnimation.CrossFade(this.EventStudent[1].IdleAnim);
}
else
{
this.EventStudent[1].CharacterAnimation.CrossFade(this.EventStudent[1].WalkAnim);
}
if (!this.EventStudent[2].Pathfinding.canMove)
{
this.EventStudent[2].CharacterAnimation.CrossFade(this.EventStudent[2].IdleAnim);
if (this.EventPhase == 1)
{
this.SettleFriend();
}
}
else
{
this.EventStudent[2].CharacterAnimation.CrossFade(this.EventStudent[2].WalkAnim);
}
}
}
}
}

// Token: 0x0600074A RID: 1866 RVA: 0x00072CD8 File Offset: 0x00070ED8
public void SettleFriend()
{
this.EventStudent[2].MoveTowardsTarget(this.EventStudent[2].Pathfinding.target.position);
}

// Token: 0x0600074B RID: 1867 RVA: 0x00072D00 File Offset: 0x00070F00
public void EndEvent()
{
Debug.Log("Ending Osana's club event.");
if (this.VoiceClip != null)
{
UnityEngine.Object.Destroy(this.VoiceClip);
}
for (int i = 1; i < 3; i++)
{
this.EventStudent.CurrentDestination = this.EventStudent.Destinations[this.EventStudent.Phase];
this.EventStudent.Pathfinding.target = this.EventStudent.Destinations[this.EventStudent.Phase];
this.EventStudent.InEvent = false;
this.EventStudent.Private = false;
}
if (!this.StudentManager.Stop)
{
this.StudentManager.UpdateStudents();
}
this.EventSubtitle.text = string.Empty;
base.enabled = false;
}

// Token: 0x04001260 RID: 4704
public StudentManagerScript StudentManager;

// Token: 0x04001261 RID: 4705
public UILabel EventSubtitle;

// Token: 0x04001262 RID: 4706
public YandereScript Yandere;

// Token: 0x04001263 RID: 4707
public ClockScript Clock;

// Token: 0x04001264 RID: 4708
public StudentScript[] EventStudent;

// Token: 0x04001265 RID: 4709
public Transform[] EventLocation;

// Token: 0x04001266 RID: 4710
public AudioClip[] EventClip;

// Token: 0x04001267 RID: 4711
public string[] EventSpeech;

// Token: 0x04001268 RID: 4712
public string[] EventAnim;

// Token: 0x04001269 RID: 4713
public int[] EventSpeaker;

// Token: 0x0400126A RID: 4714
public GameObject VoiceClip;

// Token: 0x0400126B RID: 4715
public bool EventOn;

// Token: 0x0400126C RID: 4716
public bool Spoken;

// Token: 0x0400126D RID: 4717
public int EventPhase;

// Token: 0x0400126E RID: 4718
public float Timer;

// Token: 0x0400126F RID: 4719
public float Scale;

// Token: 0x04001270 RID: 4720
public int[] StudentID;

// Token: 0x04001271 RID: 4721
public DayOfWeek EventDay;
}
Rival-chan is removed from the game as well.
 
Last edited:
You need to be apart of the music club to get the case, also the mysterious Obstacle is in the game and follows Osana almost everywhere. The ID of the Mysterious Obstacle is 34
using System;
using UnityEngine;

// Token: 0x02000189 RID: 393
public class OsanaClubEventScript : MonoBehaviour
{
// Token: 0x06000747 RID: 1863 RVA: 0x00072444 File Offset: 0x00070644
public OsanaClubEventScript()
{
}

// Token: 0x06000748 RID: 1864 RVA: 0x0007244C File Offset: 0x0007064C
public void Start()
{
if (DateGlobals.Weekday != this.EventDay)
{
base.enabled = false;
}
}

// Token: 0x06000749 RID: 1865 RVA: 0x00072468 File Offset: 0x00070668
public void Update()
{
if (!this.EventOn)
{
for (int i = 1; i < 3; i++)
{
if (this.EventStudent == null)
{
this.EventStudent = this.StudentManager.Students[this.StudentID];
}
else if (!this.EventStudent.Alive || this.EventStudent.Slave)
{
base.enabled = false;
}
}
if (this.EventStudent[1] != null && this.EventStudent[2] != null && this.EventStudent[1].Pathfinding.canMove && this.EventStudent[2].Pathfinding.canMove)
{
this.EventStudent[1].CharacterAnimation.CrossFade(this.EventStudent[1].WalkAnim);
this.EventStudent[1].CurrentDestination = this.EventLocation[1];
this.EventStudent[1].Pathfinding.target = this.EventLocation[1];
this.EventStudent[1].InEvent = true;
this.EventStudent[2].CharacterAnimation.CrossFade(this.EventStudent[2].WalkAnim);
this.EventStudent[2].CurrentDestination = this.EventLocation[2];
this.EventStudent[2].Pathfinding.target = this.EventLocation[2];
this.EventStudent[2].InEvent = true;
this.EventOn = true;
}
}
else
{
Vector3 b = (this.EventStudent[1].transform.position - this.EventStudent[2].transform.position) * 0.5f + this.EventStudent[2].transform.position;
float num = Vector3.Distance(this.Yandere.transform.position, b);
if (this.Clock.HourTime > 13.5f || this.EventStudent[1].WitnessedCorpse || this.EventStudent[2].WitnessedCorpse || this.EventStudent[1].Alarmed || this.EventStudent[2].Alarmed || this.EventStudent[1].Dying || this.EventStudent[2].Dying)
{
this.EndEvent();
}
else
{
for (int j = 1; j < 3; j++)
{
if (!this.EventStudent[j].Pathfinding.canMove && !this.EventStudent[j].Private)
{
this.EventStudent[j].Character.GetComponent<Animation>().CrossFade(this.EventStudent[j].IdleAnim);
this.EventStudent[j].Private = true;
this.StudentManager.UpdateStudents();
}
}
if (!this.EventStudent[1].Pathfinding.canMove && !this.EventStudent[2].Pathfinding.canMove)
{
if (!this.Spoken)
{
this.EventStudent[this.EventSpeaker[1]].CharacterAnimation.CrossFade(this.EventStudent[1].IdleAnim);
this.EventStudent[this.EventSpeaker[2]].CharacterAnimation.CrossFade(this.EventStudent[2].IdleAnim);
this.EventStudent[this.EventSpeaker[this.EventPhase]].PickRandomAnim();
this.EventStudent[this.EventSpeaker[this.EventPhase]].CharacterAnimation.CrossFade(this.EventStudent[this.EventSpeaker[this.EventPhase]].RandomAnim);
AudioClipPlayer.Play(this.EventClip[this.EventPhase], this.EventStudent[this.EventSpeaker[this.EventPhase]].transform.position + Vector3.up * 1.5f, 5f, 10f, out this.VoiceClip, this.Yandere.transform.position.y);
this.Spoken = true;
}
else
{
int num2 = this.EventSpeaker[this.EventPhase];
if (this.EventStudent[num2].CharacterAnimation[this.EventStudent[num2].RandomAnim].time >= this.EventStudent[num2].CharacterAnimation[this.EventStudent[num2].RandomAnim].length)
{
this.EventStudent[num2].PickRandomAnim();
this.EventStudent[num2].CharacterAnimation.CrossFade(this.EventStudent[num2].RandomAnim);
}
this.Timer += Time.deltaTime;
if (this.Yandere.transform.position.y > this.EventStudent[1].transform.position.y - 1f && this.Yandere.transform.position.y < this.EventStudent[1].transform.position.y + 1f)
{
if (this.VoiceClip != null)
{
this.VoiceClip.GetComponent<AudioSource>().volume = 1f;
}
if (num < 10f)
{
if (this.Timer > this.EventClip[this.EventPhase].length)
{
this.EventSubtitle.text = string.Empty;
}
else
{
this.EventSubtitle.text = this.EventSpeech[this.EventPhase];
}
this.Scale = Mathf.Abs((num - 10f) * 0.2f);
if (this.Scale < 0f)
{
this.Scale = 0f;
}
if (this.Scale > 1f)
{
this.Scale = 1f;
}
this.EventSubtitle.transform.localScale = new Vector3(this.Scale, this.Scale, this.Scale);
}
else
{
this.EventSubtitle.transform.localScale = Vector3.zero;
this.EventSubtitle.text = string.Empty;
}
}
else if (this.VoiceClip != null)
{
this.VoiceClip.GetComponent<AudioSource>().volume = 0f;
}
if (this.Timer > this.EventClip[this.EventPhase].length + 0.5f)
{
this.Spoken = false;
this.EventPhase++;
this.Timer = 0f;
if (this.EventPhase == this.EventSpeech.Length)
{
this.EndEvent();
}
else if (this.EventPhase > 6)
{
this.EventStudent[1].CurrentDestination = this.EventLocation[this.EventPhase];
this.EventStudent[1].Pathfinding.target = this.EventLocation[this.EventPhase];
this.EventStudent[2].CurrentDestination = this.EventStudent[1].transform;
this.EventStudent[2].Pathfinding.target = this.EventStudent[1].transform;
}
}
}
}
else
{
Debug.Log("One or both characters have not yet reached their destination.");
if (!this.EventStudent[1].Pathfinding.canMove)
{
this.EventStudent[1].CharacterAnimation.CrossFade(this.EventStudent[1].IdleAnim);
}
else
{
this.EventStudent[1].CharacterAnimation.CrossFade(this.EventStudent[1].WalkAnim);
}
if (!this.EventStudent[2].Pathfinding.canMove)
{
this.EventStudent[2].CharacterAnimation.CrossFade(this.EventStudent[2].IdleAnim);
if (this.EventPhase == 1)
{
this.SettleFriend();
}
}
else
{
this.EventStudent[2].CharacterAnimation.CrossFade(this.EventStudent[2].WalkAnim);
}
}
}
}
}

// Token: 0x0600074A RID: 1866 RVA: 0x00072CD8 File Offset: 0x00070ED8
public void SettleFriend()
{
this.EventStudent[2].MoveTowardsTarget(this.EventStudent[2].Pathfinding.target.position);
}

// Token: 0x0600074B RID: 1867 RVA: 0x00072D00 File Offset: 0x00070F00
public void EndEvent()
{
Debug.Log("Ending Osana's club event.");
if (this.VoiceClip != null)
{
UnityEngine.Object.Destroy(this.VoiceClip);
}
for (int i = 1; i < 3; i++)
{
this.EventStudent.CurrentDestination = this.EventStudent.Destinations[this.EventStudent.Phase];
this.EventStudent.Pathfinding.target = this.EventStudent.Destinations[this.EventStudent.Phase];
this.EventStudent.InEvent = false;
this.EventStudent.Private = false;
}
if (!this.StudentManager.Stop)
{
this.StudentManager.UpdateStudents();
}
this.EventSubtitle.text = string.Empty;
base.enabled = false;
}

// Token: 0x04001260 RID: 4704
public StudentManagerScript StudentManager;

// Token: 0x04001261 RID: 4705
public UILabel EventSubtitle;

// Token: 0x04001262 RID: 4706
public YandereScript Yandere;

// Token: 0x04001263 RID: 4707
public ClockScript Clock;

// Token: 0x04001264 RID: 4708
public StudentScript[] EventStudent;

// Token: 0x04001265 RID: 4709
public Transform[] EventLocation;

// Token: 0x04001266 RID: 4710
public AudioClip[] EventClip;

// Token: 0x04001267 RID: 4711
public string[] EventSpeech;

// Token: 0x04001268 RID: 4712
public string[] EventAnim;

// Token: 0x04001269 RID: 4713
public int[] EventSpeaker;

// Token: 0x0400126A RID: 4714
public GameObject VoiceClip;

// Token: 0x0400126B RID: 4715
public bool EventOn;

// Token: 0x0400126C RID: 4716
public bool Spoken;

// Token: 0x0400126D RID: 4717
public int EventPhase;

// Token: 0x0400126E RID: 4718
public float Timer;

// Token: 0x0400126F RID: 4719
public float Scale;

// Token: 0x04001270 RID: 4720
public int[] StudentID;

// Token: 0x04001271 RID: 4721
public DayOfWeek EventDay;
}
So it's the Shadow Guy from Detective Conan. What a twist!
f44351c37953ab0fbb7bafd69fd5a1abff7046c9_hq.jpg
 
Wait, he added a new kill method? I never seen the 'fan kill' before.

And what does the Obstacle do? Simply follow her around? Kind of... underwhelming since I thought it would do something if something is done to Osana.

That's also a lot of "if"s, "else"s, and "this"s in that code.
 
also the mysterious Obstacle is in the game and follows Osana almost everywhere.
This “mysterious obstacle” feels like such a poor design choice. Rivals such as the 2 teachers and senpai’s sister already add a difficulty curve to the game so putting in a thing which magically hinders the player is pointless.
 
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