It's a neat idea, but I wonder how easily it would be to port this over to the newer version of the game as Oni releases them. I know it's a long time usually between official updates but even some of the less intrusive mods here have been broken even when you go from version .978e to .978f, where there presumably haven't been any major changes or overhauls except for a few bug fixes.
How would you be able to keep up with Oni's changes? Or are you thinking of branching off entirely and creating your own standalone modded version of the game, with .978e as its "starting point"? (for example, like Witch Trainer: Silver versus the original Witch Trainer)
For starters, I'm thinking of rewriting the code like this (from my fix of the jealousy event):
if "saw with kitty" in R_Traits:
if Day < R_LastCaughtKitty or Day > (R_LastCaughtKitty + 2):
$ R_Traits.remove("saw with kitty")
$ R_LastCaughtKitty = 0
if "saw with emma" in R_Traits:
if Day < R_LastCaughtEmma or Day > (R_LastCaughtEmma + 2):
$ R_Traits.remove("saw with emma")
$ R_LastCaughtEmma = 0
to this:
rogue.forget_all_infidelities()
The logic are mainly the same, but with minimal code repetition. This should make porting from new version more manageable.
I think we'll talk about version branching when I have a good idea on how to make the game plugin friendly, to a point where one could add/remove new characters and events, not just clothings, with ease. For this I need to consult someone who are knowledgeable in Renpy.
Something like that could definitely be done, but the missing art would still be needed.
I'm thinking about adding dialogs where no new art are needed. For example, Emma's "Just want to talk". Currently it is a carbon copy of Kitty's. As "Just want to talk" is a secondary event dispatcher, I'm interested on getting that to work.