4.50 star(s) 8 Votes

BlasKyau

Conversation Conqueror
Jun 26, 2018
7,884
10,362
I don't know if it will be a mistake, but in the library, when you are in B-6, when you go backwards you jump to B-4, bypassing B-5
 

BlasKyau

Conversation Conqueror
Jun 26, 2018
7,884
10,362
I don't know if it will be a mistake, but in the library, when you are in B-6, when you go backwards you jump to B-4, bypassing B-5
Other maze errors:

When you are at A-10 and you go to the right you jump to box C-10.

When you are on I-5 and you go to the right you jump to box J-6

In G-2 when you go down you get to a box (G-1) with no exit (I think the image corresponds to H-1 and not G-1)

In C-6 there is an arrow to the left that does not work (that would go to B-6, box from which there is no access to C-6)

I guess it will not be an error, but I have not found access to C-5, D-5, C-4 and D-4 for now
 

VileMedia

Newbie
Game Developer
Feb 28, 2020
90
331
Other maze errors:

When you are at A-10 and you go to the right you jump to box C-10.

When you are on I-5 and you go to the right you jump to box J-6

In G-2 when you go down you get to a box (G-1) with no exit (I think the image corresponds to H-1 and not G-1)

In C-6 there is an arrow to the left that does not work (that would go to B-6, box from which there is no access to C-6)

I guess it will not be an error, but I have not found access to C-5, D-5, C-4 and D-4 for now
Yeah you're right that is a bug, thanks for letting me know! I'll add that to the list and try to get it fixed asap
 

gabriel4602152

New Member
Jan 14, 2020
1
7
For anyone interested I made a quick map guide for the library (maze). I also thought I would include some issues I found along the way in this post.

Issues are as follows:
- Selecting the right arrow from A10 takes us to C10.
- C6 shows a left arrow that can't be clicked.
- G1 shows a left arrow that can't be clicked and there is an invisible right arrow that takes us to H1. G1 and H1 become a looped deadend from which we have no choice but to use the escape icon.
- Selecting the right arrow from I5 takes us to J6.

P.S. To the dev, not my place to call shots but this maze is extensive with seemingly no reason to "get lost" in it. Would be cool if there was much more to find than just the one credit chit. Food for thought.
 

LGKZ

New Member
Jun 26, 2021
2
0
I saw this comment earlier and can anyone please tell me how to trigger these events:

- Groping
- Emma sofa cowgirl sex + makeout scene
- Gracie bedroom oral scene

Many thanks!
 

VileMedia

Newbie
Game Developer
Feb 28, 2020
90
331
I saw this comment earlier and can anyone please tell me how to trigger these events:

- Groping
- Emma sofa cowgirl sex + makeout scene
- Gracie bedroom oral scene

Many thanks!
Try to leave your room at night and just reject Emma and Gracie's weekly offers enough. For Gracie she'll be in your room.
 

LGKZ

New Member
Jun 26, 2021
2
0
Try to leave your room at night and just reject Emma and Gracie's weekly offers enough. For Gracie she'll be in your room.
So other than the ones I asked, are there any other scenes that are not hinted in the book so that they are not easy to be found?
 

T2025

New Member
Jul 24, 2021
3
2
While waiting for the next version, here are some modifications that I made on my side if some are interested.
Python:
#[script.rpy]

-
    y "Specifically… the kind of movies a young male with no internet connection would want access to..."
+
    y "Specifically… the kind of movies a young person with no internet connection might want to access…"
#...
-
    y "{i}(Not if I have anything to say about it...) {w}(And I do.){/i}"
+
    #y "{i}(Not if I have anything to say about it...){/i}" #I think that kind of thinking is not necessary.
#...
    menu:
        "Console her...":
#...
-
            y "Yeah we might be the same race as everyone else... But we don't have to be the same people."
+
            y "Yeah we might be the same species as everyone else... But we don't have to be the same people."

#
label playerroom:
#...
    menu:
#...
        "Sleep...":
-
            if time1[0] == Morning or time1[0] == Evening:
                y "It's too early and I'm not tired enough to sleep."
                jump playerroom
            elif time1[0] == Afternoon:
                y "It's too early and I'm not tired enough to sleep."
                jump playerroom
            elif time1[0] == Evening:
                call advanceTime from _call_advanceTime_60
+
            if time1[0] in [Morning, Afternoon, Evening]: #or: time1[0] != Night
                y "It's too early and I'm not tired enough to sleep."
                jump playerroom
            #elif time1[0] == Evening: #Hesitations? WIP? For the moment...
            #    call advanceTime from _call_advanceTime_60

# #Too many breaks
label Player_Event0:
#...
    y "(It's been a long night and I haven't slept in days..."
#...
-
    pause
#...
    hide logo
#...
-
    pause

#
label Showers:
#...
    menu:
#... #It is not logical that because of a stupid event we lose our gain in hygiene points
        "Take a Shower":
-
            if gracieprog == 3:
                jump Gracie_Event4
            $ PlayerHygiene += 100
            if PlayerHygiene > 100:
                $ PlayerHygiene = 100
+
            $ PlayerHygiene += 100
            if PlayerHygiene > 100:
                $ PlayerHygiene = 100
            if gracieprog == 3:
                jump Gracie_Event4
#...
    if time_of_day[0] == wednesday:
-
        if renaprog == 10 or renaprog == 11 or renaprog == 12 or renaprog == 13 or renaprog == 14 or renaprog == 15:
            "There's no one around..."
            call screen showers
        if renaprog == 10:
            "There's no one around..."
            call screen showers
+
        if renaprog >= 10 or renaprog < 16:
            "There's no one around..."
            jump Showers

#
label Gym:
#...
    elif time_of_day[0] == thursday:
-
        if renaprog == 10 or renaprog == 11 or renaprog == 12 or renaprog == 13 or renaprog == 14 or renaprog == 15:
            "There's no one around..."
            call screen gym_screen
        if renaprog == 10:
            "There's no one around..."
            call screen gym_screen
+
        if renaprog >= 10 or renaprog < 16:
            "There's no one around..."
            jump Gym

#
label Library:
#...
    if time_of_day[0] == tuesday:
-
        if renaprog == 10 or renaprog == 11 or renaprog == 12 or renaprog == 13 or renaprog == 14 or renaprog == 15:
            "There's no one around..."
            call screen library
        if renaprog == 10:
            "There's no one around..."
            call screen library
+
        if renaprog >= 10 or renaprog < 16:
            "There's no one around..."
            jump Library

#
label Gracie_Event2:
#...@2
    menu:
#...
        "Wipe Her Tears...":
#...
            $ graciesub += 1
            pause
+
            scene bg gracie library
            show gracie cry1
            with dissolve

#
label Gracie_Event5:
#...@2
    menu:
...+
        "To your room!":

            with vpunch
            y "Go away to your room [g]!"

            scene bg ge5_1 with vpunch

            show pointssubmissionadd
            with dissolve
            $ graciesub += 1

            g "Don't be mean..."

            pause

            scene black
            with fade

            "She step back and leave your room."

            jump Gracie_Event5_End
#...
    menu:
#...
-
        "...":

            y "..."

            show pointssubmissionadd
            with dissolve
            $ graciesub += 1
+
        "Step back":

            y "Step back [g], I'm already very nice to let you sleep in my bed!"

            show pointssubmissionadd
            with dissolve
            $ graciesub += 1

            g "...Okay"

            scene bg ge5_6
            with fade

            g "Well... good night anyway..."

            scene black
            with fade

            "You both fall asleep and pass the night quietly until morning."

            jump Gracie_Event5_End
#...
    scene gracie sleep4
    with fade

    pause

    scene black
    with fade
+
    label Gracie_Event5_End:

#
label Gracie_Event7:
#...
    menu:
#...
...+
        "We are not!":

            y "I've never agreed with the fact that we are a couple [g]!"

            y "You made up ideas all alone in your head!"

            g "Why you tell that...{w} We are...{w} We are a couple...{nw}"

            y "No [g]! We are not!"

            with vpunch
            g "I don't care! Show me!"

            menu:
                "If you insist...":

                    y "If you insist... well...{w} why not..."

                    show pointssubmissionadd
                    with dissolve
                    $ graciesub += 1

                "Go out!":

                    with vpunch
                    y "I going to show you the door [g] and so you can GO OUT!"

                    scene black
                    with fade

                    "You stand up to guide [g] firmly to the exit."

                    $ gracieprog +=1
                    $ graciestam +=1

                    stop music fadeout 1.0
                    $ renpy.random.shuffle(bg_music_tacks)
                    $ renpy.music.queue(bg_music_tacks)

                    call advanceTime from _call_advanceTime_81

                    jump Office

#
label GracieLust2:
#...
    menu:
#...
-
        "...":

            y "..."
+
        "Yes":

            y "Go out and let me sleep in peace!"

            $ gracielust = 0

            jump playerroom

#
label Zoe_Event3:
#...@2 #Too many breaks
    menu:
        "Smile":
#...
-
            pause
+
            pause 0.3
#...
-
            pause
+
            pause 0.5
#...
        "Hug":
#...
-
            pause
+
            pause 0.5
#...
    menu:
#...
...+
        "Not the same way...":

            y "Not the way you seem wish."

            scene bg ze3_3
            with dissolve

            z "Ha... uh..."

            z "Okay...{w} No problem...{w} it's okay."

            scene bg officeview2
            show zoe sad alt
            with dissolve

            z "We'll... see us around I guess?"

            y "Sure..."

            show zoe idle alt
            with dissolve

            z "..."

            z "Bye [y]..."

            $ zoeprog +=1
            $ zoestam +=1
            call advanceTime from _call_advanceTime_58
            jump Office

#
label Zoe_Event4:
#...@4
    menu:
-
        "Intervene...":
+
        "Request to leave Zoe quiet":
#...
...+
        "What to say...":# A little more human than just watching what's going on (in my opinion).

            y "{i}What to say?{w} I can't tell they about the fact I used the replicator to print clothing...{/i}"

            show pointssubmissionadd
            with dissolve
            $ zoesub += 1

        "Telling the truth":

            scene bg ze5_12
            with vpunch

            y "It's the TRUTH [g]!"

            show pointsaffectionadd
            with dissolve
            $ zoeaff += 1

            hide pointsaffectionadd
            with dissolve

            y "It was I who gave her this outfit."

            g "And where could you find it?{w} I dunnow you were wearing girl outfits!"

            y "..."
            g "Well... it's liar, uh?"

            y "No! ...Let me explain how I got it..."

            "[g] & [z]" "..."

            y "...I got it...{w} from the replicator..."

            scene bg ze5_13
            with vpunch

            "[g] & [z]" "WHAT!?"

            scene bg ze5_12
            with dissolve

            $allocate_screen("- Submission")
            $ graciesub -= 1

            "{i}[g] thinks you does not the right to do that"

            g "So... the replicator can print anything other than food?"

            y "Well... I see you come and I stop you right now, the use of the replicator for anything other than food must remain exceptional."

            scene bg ze5_11 with vpunch

            g "And she?! What is \"EXCEPTIONAL\" about her?! Why did you use the replicator to print outfits like mine for her?!"

            scene bg ze5_12
            with dissolve

            y "{i}Damn, could she stop yelling that I used the replicator for this... else could hear us...{/i}"
            y "Look, we're all here now. She just had a maid outfit with her, and now that she isn't anymore I thought it was normal that she could wear something else so that you could see her differently."

            g "You want to see her defferently? See her that way!"

#
label Zoe_Event5:
#...
    z "...But properly this time... {w}I don't mind..."

-
    scene bg ze6_26
    with dissolve

    z "If you want to..."

    scene bg ze6_27
    with dissolve

    z "..."

    y "Can I?"
+
    menu:
        "...":

            scene bg ze6_26
            with dissolve

            z "If you want to..."

            scene bg ze6_27
            with dissolve

            z "..."

            y "Can I?"

        "We shouldn't...":

            scene bg ze6_24
            with dissolve

            y "Look... I'm sorry, but...{w} I think we shouldn't..."

            scene bg ze6_19
            with dissolve

            z "Oh...{w} It's okay..."

            y "I think... that...{w} I better leave you for now...{w} See ya around, okay?"

            scene bg ze7_0
            with dissolve

            z "...Okay..."

            scene black with fade

            $ zoeprog +=1
            $ zoestam +=1
            jump Rooms

#
label Emma_Event5:
#...@3
#...
        "I'm Good.":
#...
-
            hide pointsaffectionadd
+
            hide pointssubmissionadd
#...
-
    em "Anyway... {w}It's been fun but I'm gonna go try it out..."
+
    if time1[0] == Evening:
        em "Anyway... {w}It's been fun but I'm gonna go try it out..."
    else:
        em "Anyway... {w}It's been fun but I'm going back to my room to get dressed for the day..."

#
label advanceTime(increment = 1):
#...
-
    if Room == "Office":
        jump Office
    if Room == "MHall":
        jump MainHall
    if Room == "Rooms2":
        jump Rooms2
    if Room == "Rooms3":
        jump Rooms2
    if Room == "Rooms":
        jump Rooms
    if Room == "Pool":
        jump PoolLabel
    if Room == "Gym":
        jump Gym
    if Room == "Library":
        jump Library
    if Room == "Dining":
        jump DiningHall_Label
    else:
        jump Rooms2
#At the time you jump, it's over. This break some event logics.

#
label EmmaLust1:
#...
    "...She slides ontop of your lap before wrapping her arms around you and teasingly grinding against your crotch..."
+
    menu:
        "Let continue...":
            pass

        "Reject...":
            y "Stop [em]! I don't want!"

            "You push her back by getting up, then guide her firmly towards the exit."

            $ emmalust +=1

            $ officeswitch = True

            jump Office
#I think it's fair to not advance the time, since we're putting this event.

#
label EmmaLust2:
#...
-
    "Emma pushes you backwards onto the couch behind you..."
+
    "Emma walks towards you with a determined step..."
    menu:
        "Accept...":
            "She pushes you backwards onto the couch behind you..."

        "Reject...":
            y "STOP Emma!"
            y "Just because I'm the only man here doesn't mean you can force me to do whatever you want!"
            y "And speaking of that... I'm sorry even though I have nothing to do with the fact that there aren't more men here."

            y "Now get out of here."

            scene black
            with fade

            $ emmalust = 0

            $ officeswitch = True

            call advanceTime from _call_advanceTime_121

            jump Office

# #To be in accordance with [my_screens.rpy@(
screen replicatorinterface1:
#...
            tooltip "Biometric Padlock..."
)]
label PadlockLabel:
#...
-
        if credits < 200:
+
        if credits < 150:
#...
-
            "The machine's interface flashes red and promts you pay 200 credits..."
+
            "The machine's interface flashes red and promts you pay 150 credits..."
#...
        else:
-
            "The machine's interface flashes red and promts you pay 200 credits..."
+
            "The machine's interface flashes red and promts you pay 150 credits..."
#...
-
                "Accept (-200 Credits)":
+
                "Accept (-150 Credits)":
#...
-
            $ credits -= 200
+
            $ credits -= 150

# #To be in accordance with [my_screens.rpy@(
screen replicatorinterface1:
#...
            tooltip "Secret Poster #4..."
)]
label SecretPoster4Label:
#...
        if credits <
#...
-
            "The machine's interface flashes red and promts you pay 150 credits..."
+
            "The machine's interface flashes red and promts you pay 200 credits..."

#[Library.rpy]

# #To take accounts the modifications made in "label advanceTime"
label F2Label:
#...
    call advanceTime from _call_advanceTime_126
+
    jump Library

#
screen B6:
#...
-
        #West
        hotspot (545, 486, 73, 56) clicked Show("B1", transition=dissolve), Hide("B6")
        #East
        #hotspot (665, 488, 73, 56) clicked Show("C1", transition=dissolve), Hide("B5")
        #North
        hotspot (612, 455, 59, 40) clicked Show("B6", transition=dissolve), Hide("B6")
        #South
        hotspot (597, 532, 89, 85) clicked Show("B4", transition=dissolve), Hide("B6")
+
        #West
        #hotspot (545, 486, 73, 56) clicked Show("A6", transition=dissolve), Hide("B6")
        #East
        #hotspot (665, 488, 73, 56) clicked Show("C6", transition=dissolve), Hide("B6")
        #North
        #hotspot (612, 455, 59, 40) clicked Show("B7", transition=dissolve), Hide("B6")
        #South
        hotspot (597, 532, 89, 85) clicked Show("B5", transition=dissolve), Hide("B6")

# #Unnecessary because already handle by the A6Label label
screen A5:
#...
-
            hotspot (612, 455, 59, 40) clicked Call("A6Label"), Show("A6", transition=dissolve), Hide("A5")
+
            hotspot (612, 455, 59, 40) clicked Call("A6Label")

#
screen A10:
#...
-
        #West
        #hotspot (545, 486, 73, 56) clicked Show("A10", transition=dissolve), Hide("B10")
        #East
        hotspot (665, 488, 73, 56) clicked Show("C10", transition=dissolve), Hide("A10")
        #North
        #hotspot (612, 455, 59, 40) clicked Show("B10", transition=dissolve), Hide("B10")
        #South
        #hotspot (597, 532, 89, 85) clicked Show("B9", transition=dissolve), Hide("B9")
+
        #West
        #hotspot (545, 486, 73, 56) clicked Show("", transition=dissolve), Hide("A10")
        #East
        hotspot (665, 488, 73, 56) clicked Show("B10", transition=dissolve), Hide("A10")
        #North
        #hotspot (612, 455, 59, 40) clicked Show("", transition=dissolve), Hide("A10")
        #South
        #hotspot (597, 532, 89, 85) clicked Show("A9", transition=dissolve), Hide("A10")

# #Unnecessary because already handle by the E5Label label
screen E5:
#...
-
            hotspot (665, 488, 73, 56) clicked Call("E5Label"), Show("F5", transition=dissolve), Hide("E5")
+
            hotspot (665, 488, 73, 56) clicked Call("E5Label")

#
screen I5:
#...
-
        #West
        #hotspot (545, 486, 73, 56) clicked Show("H6", transition=dissolve), Hide("I5")
        #East
        hotspot (665, 488, 73, 56) clicked Show("J6", transition=dissolve), Hide("I5")
+
        #West
        #hotspot (545, 486, 73, 56) clicked Show("H5", transition=dissolve), Hide("I5")
        #East
        hotspot (665, 488, 73, 56) clicked Show("J5", transition=dissolve), Hide("I5")

#
screen J1:
#...
-
        #hotspot (665, 488, 73, 56) clicked Show("J4", transition=dissolve), Hide("J1")
        #North
        hotspot (612, 455, 59, 40) clicked Show("J3", transition=dissolve), Hide("J1")
        #South
        #hotspot (597, 532, 89, 85) clicked Show("J1", transition=dissolve), Hide("J1")
+
        #hotspot (665, 488, 73, 56) clicked Show("", transition=dissolve), Hide("J1")
        #North
        hotspot (612, 455, 59, 40) clicked Show("J2", transition=dissolve), Hide("J1")
        #South
        #hotspot (597, 532, 89, 85) clicked Show("", transition=dissolve), Hide("J1")

#
screen G1:
#...
-
        ground "Rooms/Maze/1Exit4 Idle.jpg"
        hover "Rooms/Maze/1Exit4 Hovered.jpg"

        #West
        #hotspot (545, 486, 73, 56) clicked Show("H3", transition=dissolve), Hide("G1")
        #East
        hotspot (665, 488, 73, 56) clicked Show("H1", transition=dissolve), Hide("G1")
        #North
        #hotspot (612, 455, 59, 40) clicked Show("H3", transition=dissolve), Hide("G1")
        #South
        #hotspot (597, 532, 89, 85) clicked Show("G1", transition=dissolve), Hide("G1")
+
        ground "Rooms/Maze/2Exit4 Idle.jpg"
        hover "Rooms/Maze/2Exit4 Hovered.jpg"

        #West
        #hotspot (545, 486, 73, 56) clicked Show("F1", transition=dissolve), Hide("G1")
        #East
        hotspot (665, 488, 73, 56) clicked Show("H1", transition=dissolve), Hide("G1")
        #North
        hotspot (612, 455, 59, 40) clicked Show("G2", transition=dissolve), Hide("G1")
        #South
        #hotspot (597, 532, 89, 85) clicked Show("", transition=dissolve), Hide("G1")

# #Unnecessary because already handle by the J7Label label
screen J7:
#...
-
            hotspot (545, 486, 73, 56) clicked Call("J7Label"), Show("I7", transition=dissolve), Hide("J7")
+
            hotspot (545, 486, 73, 56) clicked Call("J7Label")

#
screen C6:
#...
-
        ground "Rooms/Maze/2Exit6 Idle.jpg"
        hover "Rooms/Maze/2Exit6 Hovered.jpg"
+
        ground "Rooms/Maze/1Exit2 Idle.jpg"
        hover "Rooms/Maze/1Exit2 Hovered.jpg"
 
  • Thinking Face
Reactions: hofom77573

hofom77573

Member
Apr 17, 2021
343
539
While waiting for the next version, here are some modifications that I made on my side if some are interested.
Python:
#[script.rpy]

-
    y "Specifically… the kind of movies a young male with no internet connection would want access to..."
+
    y "Specifically… the kind of movies a young person with no internet connection might want to access…"
#...
-
    y "{i}(Not if I have anything to say about it...) {w}(And I do.){/i}"
+
    #y "{i}(Not if I have anything to say about it...){/i}" #I think that kind of thinking is not necessary.
#...
    menu:
        "Console her...":
#...
-
            y "Yeah we might be the same race as everyone else... But we don't have to be the same people."
+
            y "Yeah we might be the same species as everyone else... But we don't have to be the same people."

#
label playerroom:
#...
    menu:
#...
        "Sleep...":
-
            if time1[0] == Morning or time1[0] == Evening:
                y "It's too early and I'm not tired enough to sleep."
                jump playerroom
            elif time1[0] == Afternoon:
                y "It's too early and I'm not tired enough to sleep."
                jump playerroom
            elif time1[0] == Evening:
                call advanceTime from _call_advanceTime_60
+
            if time1[0] in [Morning, Afternoon, Evening]: #or: time1[0] != Night
                y "It's too early and I'm not tired enough to sleep."
                jump playerroom
            #elif time1[0] == Evening: #Hesitations? WIP? For the moment...
            #    call advanceTime from _call_advanceTime_60

# #Too many breaks
label Player_Event0:
#...
    y "(It's been a long night and I haven't slept in days..."
#...
-
    pause
#...
    hide logo
#...
-
    pause

#
label Showers:
#...
    menu:
#... #It is not logical that because of a stupid event we lose our gain in hygiene points
        "Take a Shower":
-
            if gracieprog == 3:
                jump Gracie_Event4
            $ PlayerHygiene += 100
            if PlayerHygiene > 100:
                $ PlayerHygiene = 100
+
            $ PlayerHygiene += 100
            if PlayerHygiene > 100:
                $ PlayerHygiene = 100
            if gracieprog == 3:
                jump Gracie_Event4
#...
    if time_of_day[0] == wednesday:
-
        if renaprog == 10 or renaprog == 11 or renaprog == 12 or renaprog == 13 or renaprog == 14 or renaprog == 15:
            "There's no one around..."
            call screen showers
        if renaprog == 10:
            "There's no one around..."
            call screen showers
+
        if renaprog >= 10 or renaprog < 16:
            "There's no one around..."
            jump Showers

#
label Gym:
#...
    elif time_of_day[0] == thursday:
-
        if renaprog == 10 or renaprog == 11 or renaprog == 12 or renaprog == 13 or renaprog == 14 or renaprog == 15:
            "There's no one around..."
            call screen gym_screen
        if renaprog == 10:
            "There's no one around..."
            call screen gym_screen
+
        if renaprog >= 10 or renaprog < 16:
            "There's no one around..."
            jump Gym

#
label Library:
#...
    if time_of_day[0] == tuesday:
-
        if renaprog == 10 or renaprog == 11 or renaprog == 12 or renaprog == 13 or renaprog == 14 or renaprog == 15:
            "There's no one around..."
            call screen library
        if renaprog == 10:
            "There's no one around..."
            call screen library
+
        if renaprog >= 10 or renaprog < 16:
            "There's no one around..."
            jump Library

#
label Gracie_Event2:
#...@2
    menu:
#...
        "Wipe Her Tears...":
#...
            $ graciesub += 1
            pause
+
            scene bg gracie library
            show gracie cry1
            with dissolve

#
label Gracie_Event5:
#...@2
    menu:
...+
        "To your room!":

            with vpunch
            y "Go away to your room [g]!"

            scene bg ge5_1 with vpunch

            show pointssubmissionadd
            with dissolve
            $ graciesub += 1

            g "Don't be mean..."

            pause

            scene black
            with fade

            "She step back and leave your room."

            jump Gracie_Event5_End
#...
    menu:
#...
-
        "...":

            y "..."

            show pointssubmissionadd
            with dissolve
            $ graciesub += 1
+
        "Step back":

            y "Step back [g], I'm already very nice to let you sleep in my bed!"

            show pointssubmissionadd
            with dissolve
            $ graciesub += 1

            g "...Okay"

            scene bg ge5_6
            with fade

            g "Well... good night anyway..."

            scene black
            with fade

            "You both fall asleep and pass the night quietly until morning."

            jump Gracie_Event5_End
#...
    scene gracie sleep4
    with fade

    pause

    scene black
    with fade
+
    label Gracie_Event5_End:

#
label Gracie_Event7:
#...
    menu:
#...
...+
        "We are not!":

            y "I've never agreed with the fact that we are a couple [g]!"

            y "You made up ideas all alone in your head!"

            g "Why you tell that...{w} We are...{w} We are a couple...{nw}"

            y "No [g]! We are not!"

            with vpunch
            g "I don't care! Show me!"

            menu:
                "If you insist...":

                    y "If you insist... well...{w} why not..."

                    show pointssubmissionadd
                    with dissolve
                    $ graciesub += 1

                "Go out!":

                    with vpunch
                    y "I going to show you the door [g] and so you can GO OUT!"

                    scene black
                    with fade

                    "You stand up to guide [g] firmly to the exit."

                    $ gracieprog +=1
                    $ graciestam +=1

                    stop music fadeout 1.0
                    $ renpy.random.shuffle(bg_music_tacks)
                    $ renpy.music.queue(bg_music_tacks)

                    call advanceTime from _call_advanceTime_81

                    jump Office

#
label GracieLust2:
#...
    menu:
#...
-
        "...":

            y "..."
+
        "Yes":

            y "Go out and let me sleep in peace!"

            $ gracielust = 0

            jump playerroom

#
label Zoe_Event3:
#...@2 #Too many breaks
    menu:
        "Smile":
#...
-
            pause
+
            pause 0.3
#...
-
            pause
+
            pause 0.5
#...
        "Hug":
#...
-
            pause
+
            pause 0.5
#...
    menu:
#...
...+
        "Not the same way...":

            y "Not the way you seem wish."

            scene bg ze3_3
            with dissolve

            z "Ha... uh..."

            z "Okay...{w} No problem...{w} it's okay."

            scene bg officeview2
            show zoe sad alt
            with dissolve

            z "We'll... see us around I guess?"

            y "Sure..."

            show zoe idle alt
            with dissolve

            z "..."

            z "Bye [y]..."

            $ zoeprog +=1
            $ zoestam +=1
            call advanceTime from _call_advanceTime_58
            jump Office

#
label Zoe_Event4:
#...@4
    menu:
-
        "Intervene...":
+
        "Request to leave Zoe quiet":
#...
...+
        "What to say...":# A little more human than just watching what's going on (in my opinion).

            y "{i}What to say?{w} I can't tell they about the fact I used the replicator to print clothing...{/i}"

            show pointssubmissionadd
            with dissolve
            $ zoesub += 1

        "Telling the truth":

            scene bg ze5_12
            with vpunch

            y "It's the TRUTH [g]!"

            show pointsaffectionadd
            with dissolve
            $ zoeaff += 1

            hide pointsaffectionadd
            with dissolve

            y "It was I who gave her this outfit."

            g "And where could you find it?{w} I dunnow you were wearing girl outfits!"

            y "..."
            g "Well... it's liar, uh?"

            y "No! ...Let me explain how I got it..."

            "[g] & [z]" "..."

            y "...I got it...{w} from the replicator..."

            scene bg ze5_13
            with vpunch

            "[g] & [z]" "WHAT!?"

            scene bg ze5_12
            with dissolve

            $allocate_screen("- Submission")
            $ graciesub -= 1

            "{i}[g] thinks you does not the right to do that"

            g "So... the replicator can print anything other than food?"

            y "Well... I see you come and I stop you right now, the use of the replicator for anything other than food must remain exceptional."

            scene bg ze5_11 with vpunch

            g "And she?! What is \"EXCEPTIONAL\" about her?! Why did you use the replicator to print outfits like mine for her?!"

            scene bg ze5_12
            with dissolve

            y "{i}Damn, could she stop yelling that I used the replicator for this... else could hear us...{/i}"
            y "Look, we're all here now. She just had a maid outfit with her, and now that she isn't anymore I thought it was normal that she could wear something else so that you could see her differently."

            g "You want to see her defferently? See her that way!"

#
label Zoe_Event5:
#...
    z "...But properly this time... {w}I don't mind..."

-
    scene bg ze6_26
    with dissolve

    z "If you want to..."

    scene bg ze6_27
    with dissolve

    z "..."

    y "Can I?"
+
    menu:
        "...":

            scene bg ze6_26
            with dissolve

            z "If you want to..."

            scene bg ze6_27
            with dissolve

            z "..."

            y "Can I?"

        "We shouldn't...":

            scene bg ze6_24
            with dissolve

            y "Look... I'm sorry, but...{w} I think we shouldn't..."

            scene bg ze6_19
            with dissolve

            z "Oh...{w} It's okay..."

            y "I think... that...{w} I better leave you for now...{w} See ya around, okay?"

            scene bg ze7_0
            with dissolve

            z "...Okay..."

            scene black with fade

            $ zoeprog +=1
            $ zoestam +=1
            jump Rooms

#
label Emma_Event5:
#...@3
#...
        "I'm Good.":
#...
-
            hide pointsaffectionadd
+
            hide pointssubmissionadd
#...
-
    em "Anyway... {w}It's been fun but I'm gonna go try it out..."
+
    if time1[0] == Evening:
        em "Anyway... {w}It's been fun but I'm gonna go try it out..."
    else:
        em "Anyway... {w}It's been fun but I'm going back to my room to get dressed for the day..."

#
label advanceTime(increment = 1):
#...
-
    if Room == "Office":
        jump Office
    if Room == "MHall":
        jump MainHall
    if Room == "Rooms2":
        jump Rooms2
    if Room == "Rooms3":
        jump Rooms2
    if Room == "Rooms":
        jump Rooms
    if Room == "Pool":
        jump PoolLabel
    if Room == "Gym":
        jump Gym
    if Room == "Library":
        jump Library
    if Room == "Dining":
        jump DiningHall_Label
    else:
        jump Rooms2
#At the time you jump, it's over. This break some event logics.

#
label EmmaLust1:
#...
    "...She slides ontop of your lap before wrapping her arms around you and teasingly grinding against your crotch..."
+
    menu:
        "Let continue...":
            pass

        "Reject...":
            y "Stop [em]! I don't want!"

            "You push her back by getting up, then guide her firmly towards the exit."

            $ emmalust +=1

            $ officeswitch = True

            jump Office
#I think it's fair to not advance the time, since we're putting this event.

#
label EmmaLust2:
#...
-
    "Emma pushes you backwards onto the couch behind you..."
+
    "Emma walks towards you with a determined step..."
    menu:
        "Accept...":
            "She pushes you backwards onto the couch behind you..."

        "Reject...":
            y "STOP Emma!"
            y "Just because I'm the only man here doesn't mean you can force me to do whatever you want!"
            y "And speaking of that... I'm sorry even though I have nothing to do with the fact that there aren't more men here."

            y "Now get out of here."

            scene black
            with fade

            $ emmalust = 0

            $ officeswitch = True

            call advanceTime from _call_advanceTime_121

            jump Office

# #To be in accordance with [my_screens.rpy@(
screen replicatorinterface1:
#...
            tooltip "Biometric Padlock..."
)]
label PadlockLabel:
#...
-
        if credits < 200:
+
        if credits < 150:
#...
-
            "The machine's interface flashes red and promts you pay 200 credits..."
+
            "The machine's interface flashes red and promts you pay 150 credits..."
#...
        else:
-
            "The machine's interface flashes red and promts you pay 200 credits..."
+
            "The machine's interface flashes red and promts you pay 150 credits..."
#...
-
                "Accept (-200 Credits)":
+
                "Accept (-150 Credits)":
#...
-
            $ credits -= 200
+
            $ credits -= 150

# #To be in accordance with [my_screens.rpy@(
screen replicatorinterface1:
#...
            tooltip "Secret Poster #4..."
)]
label SecretPoster4Label:
#...
        if credits <
#...
-
            "The machine's interface flashes red and promts you pay 150 credits..."
+
            "The machine's interface flashes red and promts you pay 200 credits..."

#[Library.rpy]

# #To take accounts the modifications made in "label advanceTime"
label F2Label:
#...
    call advanceTime from _call_advanceTime_126
+
    jump Library

#
screen B6:
#...
-
        #West
        hotspot (545, 486, 73, 56) clicked Show("B1", transition=dissolve), Hide("B6")
        #East
        #hotspot (665, 488, 73, 56) clicked Show("C1", transition=dissolve), Hide("B5")
        #North
        hotspot (612, 455, 59, 40) clicked Show("B6", transition=dissolve), Hide("B6")
        #South
        hotspot (597, 532, 89, 85) clicked Show("B4", transition=dissolve), Hide("B6")
+
        #West
        #hotspot (545, 486, 73, 56) clicked Show("A6", transition=dissolve), Hide("B6")
        #East
        #hotspot (665, 488, 73, 56) clicked Show("C6", transition=dissolve), Hide("B6")
        #North
        #hotspot (612, 455, 59, 40) clicked Show("B7", transition=dissolve), Hide("B6")
        #South
        hotspot (597, 532, 89, 85) clicked Show("B5", transition=dissolve), Hide("B6")

# #Unnecessary because already handle by the A6Label label
screen A5:
#...
-
            hotspot (612, 455, 59, 40) clicked Call("A6Label"), Show("A6", transition=dissolve), Hide("A5")
+
            hotspot (612, 455, 59, 40) clicked Call("A6Label")

#
screen A10:
#...
-
        #West
        #hotspot (545, 486, 73, 56) clicked Show("A10", transition=dissolve), Hide("B10")
        #East
        hotspot (665, 488, 73, 56) clicked Show("C10", transition=dissolve), Hide("A10")
        #North
        #hotspot (612, 455, 59, 40) clicked Show("B10", transition=dissolve), Hide("B10")
        #South
        #hotspot (597, 532, 89, 85) clicked Show("B9", transition=dissolve), Hide("B9")
+
        #West
        #hotspot (545, 486, 73, 56) clicked Show("", transition=dissolve), Hide("A10")
        #East
        hotspot (665, 488, 73, 56) clicked Show("B10", transition=dissolve), Hide("A10")
        #North
        #hotspot (612, 455, 59, 40) clicked Show("", transition=dissolve), Hide("A10")
        #South
        #hotspot (597, 532, 89, 85) clicked Show("A9", transition=dissolve), Hide("A10")

# #Unnecessary because already handle by the E5Label label
screen E5:
#...
-
            hotspot (665, 488, 73, 56) clicked Call("E5Label"), Show("F5", transition=dissolve), Hide("E5")
+
            hotspot (665, 488, 73, 56) clicked Call("E5Label")

#
screen I5:
#...
-
        #West
        #hotspot (545, 486, 73, 56) clicked Show("H6", transition=dissolve), Hide("I5")
        #East
        hotspot (665, 488, 73, 56) clicked Show("J6", transition=dissolve), Hide("I5")
+
        #West
        #hotspot (545, 486, 73, 56) clicked Show("H5", transition=dissolve), Hide("I5")
        #East
        hotspot (665, 488, 73, 56) clicked Show("J5", transition=dissolve), Hide("I5")

#
screen J1:
#...
-
        #hotspot (665, 488, 73, 56) clicked Show("J4", transition=dissolve), Hide("J1")
        #North
        hotspot (612, 455, 59, 40) clicked Show("J3", transition=dissolve), Hide("J1")
        #South
        #hotspot (597, 532, 89, 85) clicked Show("J1", transition=dissolve), Hide("J1")
+
        #hotspot (665, 488, 73, 56) clicked Show("", transition=dissolve), Hide("J1")
        #North
        hotspot (612, 455, 59, 40) clicked Show("J2", transition=dissolve), Hide("J1")
        #South
        #hotspot (597, 532, 89, 85) clicked Show("", transition=dissolve), Hide("J1")

#
screen G1:
#...
-
        ground "Rooms/Maze/1Exit4 Idle.jpg"
        hover "Rooms/Maze/1Exit4 Hovered.jpg"

        #West
        #hotspot (545, 486, 73, 56) clicked Show("H3", transition=dissolve), Hide("G1")
        #East
        hotspot (665, 488, 73, 56) clicked Show("H1", transition=dissolve), Hide("G1")
        #North
        #hotspot (612, 455, 59, 40) clicked Show("H3", transition=dissolve), Hide("G1")
        #South
        #hotspot (597, 532, 89, 85) clicked Show("G1", transition=dissolve), Hide("G1")
+
        ground "Rooms/Maze/2Exit4 Idle.jpg"
        hover "Rooms/Maze/2Exit4 Hovered.jpg"

        #West
        #hotspot (545, 486, 73, 56) clicked Show("F1", transition=dissolve), Hide("G1")
        #East
        hotspot (665, 488, 73, 56) clicked Show("H1", transition=dissolve), Hide("G1")
        #North
        hotspot (612, 455, 59, 40) clicked Show("G2", transition=dissolve), Hide("G1")
        #South
        #hotspot (597, 532, 89, 85) clicked Show("", transition=dissolve), Hide("G1")

# #Unnecessary because already handle by the J7Label label
screen J7:
#...
-
            hotspot (545, 486, 73, 56) clicked Call("J7Label"), Show("I7", transition=dissolve), Hide("J7")
+
            hotspot (545, 486, 73, 56) clicked Call("J7Label")

#
screen C6:
#...
-
        ground "Rooms/Maze/2Exit6 Idle.jpg"
        hover "Rooms/Maze/2Exit6 Hovered.jpg"
+
        ground "Rooms/Maze/1Exit2 Idle.jpg"
        hover "Rooms/Maze/1Exit2 Hovered.jpg"
What exactly does this add/change? A few highlights would be appreciated otherwise I throw this into the game then what besides it breaking on next version.
 

T2025

New Member
Jul 24, 2021
3
2
To begin with, it adds menu options for those (like me) who don't like being jumped on without being able to counter. More generally, I have added alternatives.
And then it fixes 2-3 things, whether it's about jumps, whether it's about the replicator, or it's about the library.
As for the fact that it will no longer be applicable for the next version is something very likely, we will see.
 
  • Like
Reactions: hofom77573
Aug 8, 2019
45
9
Ok I'm sure someone already asked this at some point but how the heck do I pass the Charisma stat check and to that point Mr. Game Dev you really need to put in a way for us to check out our stats and if necessary provide hints to increase and or boost them, other than that I really love the game been following it for some time now keep up the good work
 
Aug 8, 2019
45
9
Ok not sure what's going on but the game kinda sorta freezes when the girls come upto me in the dinning room, no matter how much I click the space bar or the button on the mouse it will not advance but I can still roll back just fine, its weird, and kinda irritating too
 

T2025

New Member
Jul 24, 2021
3
2
As for charisma, you need 'Hangout' with the girls in the library (I agree, it's weird).

As for the black screen after beating Alex on the arm, I never had that problem. I went back over the code, though, but everything looked correct. Have you applied the corrections I proposed above?
 
Aug 8, 2019
45
9
As for charisma, you need 'Hangout' with the girls in the library (I agree, it's weird).

As for the black screen after beating Alex on the arm, I never had that problem. I went back over the code, though, but everything looked correct. Have you applied the corrections I proposed above?
I think it had to do with me increasing my fitness stat to max far to soon, not sure what it was with gracie but I got passed that one by making a slightly different choices
 

Wesieboy56

Member
Dec 7, 2017
431
376
was i the only one that enjoyed the shower and hunger micro-managing? gave us something to do in between the lulls
 
  • Like
Reactions: Pr0man
4.50 star(s) 8 Votes