encounter01 == 3
) in round 52 there was no random encounters placed on the board at all for the remaining 30 game rounds or so.event01 == 10
) and then the two events for the fashion show, and that was it. Not sure if this is related.label randomeventencounter:
//...
########################################
if event01 == 12 and stat_1 <> 90:
return
fiftyrandomevent
toss, which determines if it's event or encounter that gets placed on the board, if any. Consequently, reaching the end of Lea/fashion events prevents any remaining encounters(i.e. Summer's storyline, but also any other encounters the game might add) from appearing on the board. :sadtrombone:Thank you for taking the time to check. After reading your post I replayed everything again and again but I couldn't find a problem. In my new games Summer's storyline ends normally. As a matter of fact everything seems normal. The line of code that you mentioned, simply says, if the round isn't 90, don't try to play the fashion days after show party.Played the whole (well, most of the game) from start to finish, and kind of wondering if there's possible bug with random encounters and/or Summer's storyline: after her 3rd storyline event (encounter01 == 3
) in round 52 there was no random encounters placed on the board at all for the remaining 30 game rounds or so.
The only events the game has launched afterwards was the last event in Lea's storyline (event01 == 10
) and then the two events for the fashion show, and that was it. Not sure if this is related.
edit: checking the game code, this seems to be the culprit:
Effectively, after the fixed events storyline runs its course this bit causes the code return early and never do thePython:label randomeventencounter: //... ######################################## if event01 == 12 and stat_1 <> 90: return
fiftyrandomevent
toss, which determines if it's event or encounter that gets placed on the board, if any. Consequently, reaching the end of Lea/fashion events prevents any remaining encounters(i.e. Summer's storyline, but also any other encounters the game might add) from appearing on the board. :sadtrombone:
But did you play the fashion show event before the end of Summer's storyline, or did Summer's story come to end before it? Because the bug happens in the former scenario. If Summer's encounters line is completed earlier (which is quite possible, depending on RNG and relative length of story chains with Summer's being shorter) you will indeed not notice anything out of order.Thank you for taking the time to check. After reading your post I replayed everything again and again but I couldn't find a problem. In my new games Summer's storyline ends normally.
That may be the intention but that's just a part of what this snippet actually does. What it does is what i described:The line of code that you mentioned, simply says, if the round isn't 90, don't try to play the fashion days after show party.
label randomeventencounter:
//...
if event01 == 12 and stat_1 <> 90:
return
//...
if stat_1 >= 6:
$ fiftyrandomevent = renpy.random.randint(11,15)
if fiftyrandomevent == 11:
$ event01random = True
$ encounter01random = False
hide body
#show card travelguide behind board at cardright with fasterdissolve
call randomeventsquare01 from _call_randomeventsquare01
if fiftyrandomevent == 12:
$ event01random = True
$ encounter01random = False
hide body
#show card travelguide behind board at cardright with fasterdissolve
call randomeventsquare01 from _call_randomeventsquare01_1
if fiftyrandomevent == 13:
if stat_1 >= 33:
$ encounter01random = True
$ event01random = False
call randomencountersquare01 from _call_randomencountersquare01
if fiftyrandomevent == 14:
if stat_1 >= 33:
$ encounter01random = True
$ event01random = False
call randomencountersquare01 from _call_randomencountersquare01_1
if fiftyrandomevent == 15:
return
You're so right. Now I finally get it.But did you play the fashion show event before the end of Summer's storyline, or did Summer's story come to end before it? Because the bug happens in the former scenario. If Summer's encounters line is completed earlier (which is quite possible, depending on RNG and relative length of story chains with Summer's being shorter) you will indeed not notice anything out of order.
I have attached a save from a playthrough with this scenario to make it easier: it's from round 70, right after the fashion show concludes. Summer's storyline played 3 of her events so far. Now see if you get any random encounters in the subsequent 20 rounds? Because they don't trigger for me, even though there's 6 Summer events still left.
That may be the intention but that's just a part of what this snippet actually does. What it does is what i described:
In practice, when the game is about to determine if there should be random encounter or event, if event 12 (the fashion show) was played, it will abort the subroutine before it gets to the part where it rolls if there will be random event or encounter this round, and the potential call to place event/encounter squares on the board is made.Python:label randomeventencounter: //... if event01 == 12 and stat_1 <> 90: return //... if stat_1 >= 6: $ fiftyrandomevent = renpy.random.randint(11,15) if fiftyrandomevent == 11: $ event01random = True $ encounter01random = False hide body #show card travelguide behind board at cardright with fasterdissolve call randomeventsquare01 from _call_randomeventsquare01 if fiftyrandomevent == 12: $ event01random = True $ encounter01random = False hide body #show card travelguide behind board at cardright with fasterdissolve call randomeventsquare01 from _call_randomeventsquare01_1 if fiftyrandomevent == 13: if stat_1 >= 33: $ encounter01random = True $ event01random = False call randomencountersquare01 from _call_randomencountersquare01 if fiftyrandomevent == 14: if stat_1 >= 33: $ encounter01random = True $ event01random = False call randomencountersquare01 from _call_randomencountersquare01_1 if fiftyrandomevent == 15: return
As a result, it doesn't prevent only the after-show party event, but all remaining events and encounters.
AFAIK It's (sometimes, depending on apple breaking the build process) technically possible to build renpy games for iOS / ipadOS. however, apple store guidelines do not allow adult content.Pardon my question, there a possibility to play VN games on iPad ?
Lol. Try this: Open options.rpy and delete the following:so, any way to change the atrocious mouse cursor?![]()
init python:
config.mouse = { }
config.mouse["default"] = [
("ui/mouse_pointer.png", 8.8, 0.0),
]
That's what sets it apart from other VNs and makes it unique.There should be a version if this game without the dices game, just the stories. It's too time consuming right now, and the dices game is not so interesting, I'm afraid.
Any way you could tell me where in the script.rpy to find your edits? That way I should be able to edit the base script.rpy myself, when new versions release. If not, no biggie. I thought about searching for it myself but there are a metric fuckton of lines of code in this mofo.Updated for 0.70
Made a mod, that enabled a option to select how many fields you want to jump (after the first round).
Put the file in the game folder and overwrite.
The option shows after you roll your dice and you can click on "Steps" and than you can choose between 1 and 6 steps.
You can use Cheats now to change MJs stats.