Difference between revisions of "Jack-o-nine/Gameplay/Slaves/Diet"

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{{Jack-o-nine}}
 
{{Jack-o-nine}}
{{cleanup|This page references "Jack Original", the version of the game abandoned by its original developers, rather than the "Jack HF" version in active development that most other wiki pages reference. As such, this page does not reflect the calorie management mechanics present in the version of the game most visitors of this wiki play, and needs a complete rework.}}
 
 
==Diet==
 
==Diet==
  
The Diet is the most important point in training the slave.
+
Diet manages the slave's daily calorie balance, which at the end of each day determines Endurance gain or loss and any change in weight. It consists of three independent choices: '''Food Type''', '''Portion Size''', and optional extras (Leftovers, Supplements, Sweet Treats).
An underweight slave is weak and needs longer to improve her Endurance.
 
Plump, Overweight and obese will have a weakened endurance that will lower the Price of the slave. (A Plump Slave that has an "S+" in Endurance will have only "A" if she lose weight)
 
Healthy Weight is ideal, although Voluptuous is sometimes requested.
 
  
==Calorie Counter==
+
===Food Type===
  
The Calorie Counter has a Range from -99 to 99 cal (Training decreases it and Eating increases it)
+
The three options below are mutually exclusive (selecting one deselects the others).
The F (fat) counter has a range from -80 to 40 depending on metabolism. (Normal metabolism has -30/30 while weakened metabolism gains weight at 30 F and only loses weight at -80.)
 
As the F counter reach the maximum the Slave will gain weight and if the counter reach the minimum she will lose weight, resetting back to 0 in the process.
 
A Slaver needs a Medic rank of D/Hospitaler or better for the F counter to be visible. This can be raised by wearing Medical Gown and training the Nurse skill.
 
 
 
===List on the Diet Plan===
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Mass !! Cal
+
! Type !! Average Cost !! Effect
 
|-
 
|-
| Weight Loss || 2 - 4
+
| Dehydrated Food || style="text-align:center;" | $2/day || Always triggers a negative Mood moodlet when eaten ("That food you are giving me... it is so vile...")
 
|-
 
|-
| Weight Stable || 5 - 9
+
| Fresh Food || style="text-align:center;" | $3/day || +Mood rate (scales with Sensitivity)<br/>Builds Spoil over time (rate depends on Devotion level)
|-
 
| Weight gain || 9 - 13
 
|-
 
| your leftovers || 0 - 3
 
 
|-
 
|-
 +
| Fiend's Cum || style="text-align:center;" | Free, if covered by your own Fiend's stock<br/>Otherwise $6/day || Same negative moodlet as Dehydrated Food, plus Disgust scaling with Pride (reduced by revealed Perversion) — both waived if the slave has the Fiend Tattoo ($30, Uncle Bo's tattoo salon)
 
|}
 
|}
  
'''Add Suppliments''' - from what I understand this option helps improve a slave's Endurance slightly every day up to B/Healthy with its effectiveness determined by the slaver's medical skill.
+
''Average cost assumes B+ Endurance on Moderate portion with no special needs; actual daily cost scales with Endurance level and Portion Size.''
  
===Sweet Treat===
+
===Portion Size===
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Reward !! Cal
+
! Portion !! style="text-align:center;" | Cal !! style="text-align:center;" | Formula !! Effect !! Requirement / Cost
 
|-
 
|-
| Chocolate || 2
+
| ''(none selected)'' = No Food || style="text-align:center;" | −1600 || style="text-align:center;" | −2200 + 200 × Physique level || No food at all: the slave starts the day already in a severe calorie deficit || —
 
|-
 
|-
| Cream Cake || 3
+
| Restricted || style="text-align:center;" | −300 || style="text-align:center;" | (Endurance level − 6) × 100 || Guaranteed weight loss, without triggering real starvation || —
 
|-
 
|-
| Banana Sundae || 4
+
| Moderate || style="text-align:center;" | +500 || style="text-align:center;" | (Endurance level + 2) × 100 || Maintains weight; with below-average Metabolism, daily exercise is needed to avoid gaining weight anyway || —
 
|-
 
|-
| Euphorijelly || 5
+
| Generous || style="text-align:center;" | +1100 || style="text-align:center;" | (3 × Endurance level + Physique level − 1) × 100 || Calorie surplus, possible weight gain; eating as much as she wants erodes Habit (unless on Calculated) ||
|-  
 
| Vesturian Ambrosia || 6
 
 
|-
 
|-
 +
| Calculated || style="text-align:center;" | +1100 || style="text-align:center;" | Same as Generous || Keeps weight stable and helps recovery if the slave is malnourished || Medic A+ (yours or your assistant's), otherwise +$5/day
 
|}
 
|}
  
===Food Options===
+
''Cal values shown are calculated at B+ Endurance and Voluptuous Physique, purely as a worked example — use the Formula column for any other Endurance/Physique combination.<br/>Note that Physique level does not follow the usual best-to-worst order (see the Physique scale). Pregnancy, lactation, and egglaying each add +100 Cal to whatever the slave needs to eat that day. No Food's formula depends only on Physique, not Endurance.''
 +
 
 +
===Leftovers & Supplements===
 +
 
 +
Two independent toggles, usable together with any Food Type/Portion Size combination:
 +
 
 +
'''Your Leftovers''' — the slave eats from the master's own meal. Boosts Mood, and if the meal is high quality and given repeatedly, can build Devotion; overused, it risks spoiling her (+Spoil).
 +
 
 +
'''Supplements''' — costs $1/day. Grants +100 Stamina/day (+200/day if on Calculated) up to a cap of B+ Endurance. This effect does '''not''' depend on the slaver's Medic skill — only the cost discount on Calculated does.
 +
 
 +
===Sweet Treats===
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Type !! Effect
+
! Reward !! style="text-align:center;" | Price !! style="text-align:center;" | Cal
 
|-
 
|-
| Dehydrated || Cheap, but decreases mood.
+
| Chocolate || style="text-align:center;" | $1 || style="text-align:center;" | 200
 
|-
 
|-
| Fresh || Expensive, no effect on mood.
+
| Cream Cake || style="text-align:center;" | $2 || style="text-align:center;" | 300
 
|-
 
|-
| Fiend's Cum || Expensive, but free if you can [[Jack-o-nine/Fiend|harvest ]] it  yourself (current stock is shown in the cryostore; doesn't take up space).
+
| Banana Sundae || style="text-align:center;" | $4 || style="text-align:center;" | 400
Decreases mood much like Dehydrated food, unless the slave has Trait: Pervert, then it acts similar to Fresh Food.
 
 
|-
 
|-
| Your Leftovers || Adds a few calories, improves mood if combined with Fresh or Fiend (if the slaves like it)
+
| Euphorijelly || style="text-align:center;" | $8 || style="text-align:center;" | 500
 +
|-
 +
| Vesturian Ambrosia || style="text-align:center;" | $25 || style="text-align:center;" | 600
 
|}
 
|}
  
===Activities===
+
On top of the calories, each treat also grants a Mood bonus proportional to its price.
  
All activities have an -1 Cal, Dance and Pony have -2, Fitness and Martial Arts have -3.
+
===Metabolism===
  
NOTE:
+
Metabolism (scale 1-5: Weak, Weakened, Normal, Good, Powerful) determines how easily the slave loses or gains weight. Unlike Skills, it is '''not trainable''': it can only be changed with Metabolism+/Metabolism- potions ($900 for 3 doses, sold in the Central Quarter), one dose = one level, permanent effect. Fat+/Fat- potions exist at the same price and bypass the calorie system entirely, instantly changing the slave's physique level.
Every Slave will in the beginning eating as much as they like.
 
Example: You have a New slave that is "Feeble" and "Underweight" and you set "Weight Gain" but the Cal Show only 7 That means she cannot eat more than that you should not waist money on it and switch to stable weight.
 
Feeble Slave tend to not Gain Weight until they are healthy enough.
 
  
===Strategy===
+
===Activities & Calorie Cost===
It's important to tune the diet of your slave to match your plans for her. A Gladiatrix working on endurance training will burn through a lot more calories than a Secretary and should have a diet that reflects that lifestyle. It's also worth noting that going into negative calories will help with weight loss, but will have a detrimental affect on a slave's endurance as well. The ideal range for weight loss seems to be 0-1 cal left at the end of the day.
 
  
Experimenting with Isabella:
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Cal at End of Day !! Change in F
+
! Activity type !! style="text-align:center;" | Cal cost
|-
 
| <= 1|| -3  (tested to -10 cal)
 
|-
 
| 2-5 || 0
 
|-
 
| 6 || +1
 
|-
 
| 7 || +2
 
|-
 
| 8 || +4
 
 
|-
 
|-
| 9 || +4
+
| Standard training || style="text-align:center;" | −100
 
|-
 
|-
| 10 || +8
+
| Dance, Fitness/Gymnastics, Gladiatrix (Martial Arts), Pony Racing || style="text-align:center;" | −200
 
|}
 
|}
  
In my limited testing results seemed to vary slightly. It's possible that actions might be affecting F directly in addition to EoD calories, i.e reward: Sweet Treat or Fitness Training.
+
===Strategy===
When going into negative calories through fitness training, the training will probably offset the lost endurance from starvation, but that said, it's best to avoid it so you don't have two actions fighting each other. I have not seen more than -3f in a day, so you're not gaining anything for weight loss by pushing her too hard.
+
 
 +
The end-of-day calorie balance determines both weight and Endurance.
 +
 
 +
With positive calories, Metabolism absorbs a share equal to its own value (as Cal, so 100-500) into Endurance gain, up to a cap of B+; any excess turns into fat, making the slave gain weight. With negative calories, weight only drops once the deficit exceeds ''500 − (Metabolism level × 100)'': a Weak Metabolism (1) slave needs a deficit close to -500 to lose weight, while a Powerful Metabolism (5) slave loses weight from almost any deficit. Dropping below -500 Cal triggers actual starvation: Endurance loss proportional to the deficit, with a risk of fainting if the slave is already Bony (no fat reserves) and left without food.
 +
 
 +
'''To slim down without starving:''' keep calories negative but above -500 — Restricted portion is usually enough on its own.
 +
 
 +
'''To safely gain weight/Endurance:''' keep calories slightly positive, without exceeding the Metabolism value (as Cal), to avoid piling on excess fat.
  
* Lolis to lose weight without going into starvation should end the day with 0 cal and unmodified adults with 1 cal. Technosphere food-giving modifications increase the cal spent while sleeping.
+
Sweet Treats and Leftovers add to the base balance and are useful for fine adjustments without having to change Portion Size.

Revision as of 05:00, 16 July 2026

OldHuntsman

all characters are at least 18


Jack-o-nine [edit]

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Jack-o-nine Original

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Diet

Diet manages the slave's daily calorie balance, which at the end of each day determines Endurance gain or loss and any change in weight. It consists of three independent choices: Food Type, Portion Size, and optional extras (Leftovers, Supplements, Sweet Treats).

Food Type

The three options below are mutually exclusive (selecting one deselects the others).

Type Average Cost Effect
Dehydrated Food $2/day Always triggers a negative Mood moodlet when eaten ("That food you are giving me... it is so vile...")
Fresh Food $3/day +Mood rate (scales with Sensitivity)
Builds Spoil over time (rate depends on Devotion level)
Fiend's Cum Free, if covered by your own Fiend's stock
Otherwise $6/day
Same negative moodlet as Dehydrated Food, plus Disgust scaling with Pride (reduced by revealed Perversion) — both waived if the slave has the Fiend Tattoo ($30, Uncle Bo's tattoo salon)

Average cost assumes B+ Endurance on Moderate portion with no special needs; actual daily cost scales with Endurance level and Portion Size.

Portion Size

Portion Cal Formula Effect Requirement / Cost
(none selected) = No Food −1600 −2200 + 200 × Physique level No food at all: the slave starts the day already in a severe calorie deficit
Restricted −300 (Endurance level − 6) × 100 Guaranteed weight loss, without triggering real starvation
Moderate +500 (Endurance level + 2) × 100 Maintains weight; with below-average Metabolism, daily exercise is needed to avoid gaining weight anyway
Generous +1100 (3 × Endurance level + Physique level − 1) × 100 Calorie surplus, possible weight gain; eating as much as she wants erodes Habit (unless on Calculated)
Calculated +1100 Same as Generous Keeps weight stable and helps recovery if the slave is malnourished Medic A+ (yours or your assistant's), otherwise +$5/day

Cal values shown are calculated at B+ Endurance and Voluptuous Physique, purely as a worked example — use the Formula column for any other Endurance/Physique combination.
Note that Physique level does not follow the usual best-to-worst order (see the Physique scale). Pregnancy, lactation, and egglaying each add +100 Cal to whatever the slave needs to eat that day. No Food's formula depends only on Physique, not Endurance.

Leftovers & Supplements

Two independent toggles, usable together with any Food Type/Portion Size combination:

Your Leftovers — the slave eats from the master's own meal. Boosts Mood, and if the meal is high quality and given repeatedly, can build Devotion; overused, it risks spoiling her (+Spoil).

Supplements — costs $1/day. Grants +100 Stamina/day (+200/day if on Calculated) up to a cap of B+ Endurance. This effect does not depend on the slaver's Medic skill — only the cost discount on Calculated does.

Sweet Treats

Reward Price Cal
Chocolate $1 200
Cream Cake $2 300
Banana Sundae $4 400
Euphorijelly $8 500
Vesturian Ambrosia $25 600

On top of the calories, each treat also grants a Mood bonus proportional to its price.

Metabolism

Metabolism (scale 1-5: Weak, Weakened, Normal, Good, Powerful) determines how easily the slave loses or gains weight. Unlike Skills, it is not trainable: it can only be changed with Metabolism+/Metabolism- potions ($900 for 3 doses, sold in the Central Quarter), one dose = one level, permanent effect. Fat+/Fat- potions exist at the same price and bypass the calorie system entirely, instantly changing the slave's physique level.

Activities & Calorie Cost

Activity type Cal cost
Standard training −100
Dance, Fitness/Gymnastics, Gladiatrix (Martial Arts), Pony Racing −200

Strategy

The end-of-day calorie balance determines both weight and Endurance.

With positive calories, Metabolism absorbs a share equal to its own value (as Cal, so 100-500) into Endurance gain, up to a cap of B+; any excess turns into fat, making the slave gain weight. With negative calories, weight only drops once the deficit exceeds 500 − (Metabolism level × 100): a Weak Metabolism (1) slave needs a deficit close to -500 to lose weight, while a Powerful Metabolism (5) slave loses weight from almost any deficit. Dropping below -500 Cal triggers actual starvation: Endurance loss proportional to the deficit, with a risk of fainting if the slave is already Bony (no fat reserves) and left without food.

To slim down without starving: keep calories negative but above -500 — Restricted portion is usually enough on its own.

To safely gain weight/Endurance: keep calories slightly positive, without exceeding the Metabolism value (as Cal), to avoid piling on excess fat.

Sweet Treats and Leftovers add to the base balance and are useful for fine adjustments without having to change Portion Size.