- Mar 12, 2022
- 194
- 411
That is not what I am asking. I am bug hunting so i am asking if the code is written with two forks [ I am assuming you know what i mean by fork in the context of coding] one for related or one for not. Or is there one fork for related & not related and variables are used. If there are two forks then I have to play through the game both as related or unrelated. If there are not two forks then it doesn't make a difference if I am related or not (for most scenes). You'd only know the answer to the question if you combed through the code specifically.The game is coded the same way, using html, css, javascript and sugarcube macros. But my point is that some scenes can only be accessed by having it enabled, and some some scenes can only be accessed with it disabled.
I will give you an example, if you use a power, there are multiple variables they use. have you used that light before? Do you have enough energy? But this happens all within a single fork of the code.
In the past when I was trying to figure out how to get results i wanted aka Jill as a spy. I swear the game appeared to have two forks sometimes and one fork other times with regards to Maywoods being family or not. Because sometimes when i searched for a quote it would appear twice and sometimes only once and these where context specific quotes, not generic quotes. When they appeared twice it was always the same event just one from the perspective of the Maywoods as family one with them as not your family. Thing is it isn't consistent and my experience form looking is only limited in scope of trying to get Jill as a spy and to become barberry's thrall [to control Sydney] So my experience is limited to pre-titus timeframe and limited events. So this is why i am asking how related code works CODE wise, not gameplay wise.
This is important only from a bug hunter perspective not with playing the game and enjoying it.