There look to be several main variables tracked:Agreed (although I didn't investigate as fully as you did), it doesn't seem to make much difference at that time.
Since you looked at the code, were variables used to track the player choices in those menus? My best guess is that those choices/variables might matter later in the game (like when Lucy sends pics from the club? or in future releases, etc).
- 'story_flags' is a dictionary that stores what I would presume are story-based decisions using a key/value pair. The Key is the decision tracking with a paired TRUE/FALSE based on the decision encountered/made.
- 'flags' is a another dictionary that I guess stores non-story based decisions? The format is the same as above.
- Four keys existed at the start of my first game, and others are added as decisions are encountered/made.
- Some decisions are stored in neither of the above two. For example, on Day 4 at the club if you send a selfie to Ryan it's stored as a regular Boolean variable (
$take_selfie = TRUE)
. Not sure why some decisions are tracked outside of the two dictionaries created from above. - Other general variables, such as money ($money), followers ($followers), and followers multiplier ($followers_multiplier) are stored as separate variables.
- Mood of the MC is a bit more complex. 'mood' is a string variable that stores... well the MC's active mood/arousal. It is populated by getting a set value from the 'Mood' dictionary. Yeah, case sensitivity is a thing. 'mood' is what the game uses to store the MC's active mood, which is taken from the 'Mood' dictionary. For example, if the mood needs to be set to Curious, it's done by
$mood = Mood.CURIOUS
in side the game, in which 'CURIOUS' is the key that maps to the value 'Curious'. There are 7 moods the MC can have.- EDIT: I have not yet found any purpose for the mood status, other than as a prompt on the status bar. It seems to bounce around from scene to scene with no impact on anything. At the clothing store, it'll be 'Soaked' when watching the BJ, but nothing comes of it. She's so turned on but fade-to-black and next scene she's "Good Girl" mood. I guess we just have to imagine during the black fade that she resolved her horniness?
- On Day 1, the very first decision of: "Are you ready to be bold?" sets or changes nothing. It's just a flavor choice from the looks of it;
- On day 1, if you flirted with Jason that is stored as a "flag". But if you accept the drink he offers, that's stored as $accepted_drink as a Boolean;
- On day 4 at the club, you have a choice of: 'Get flirty' or "Chicken Out'. Neither choice is tracked, but you get a followers multiplier increase if you flirt.
There are only a few places where previous decisions are checked (using
if flags["<variablename>]"
check if 'variablename' is set to TRUE. There are 5 decision checks on Day 1, and 1 on Day 4 for "flags" and none at all for "story_flags".
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