- Feb 28, 2020
- 90
- 332
Sorry, I'm not sure yet. I'll try to keep you updated though.When is the next update
Sorry, I'm not sure yet. I'll try to keep you updated though.When is the next update
Other maze errors: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
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 asapOther 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
I have mapped the library to orient myself and found these bugs in the meantime.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
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.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!
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?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.
#[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.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"
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 choicesAs 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?