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ffive

Conversation Conqueror
Jun 19, 2022
6,211
14,511
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:
Python:
label randomeventencounter:
//...
    ########################################
    if event01 == 12 and stat_1 <> 90:
        return
Effectively, after the fixed events storyline runs its course this bit causes the code return early and never do the 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:
 
Last edited:

Basilicata

Radioactive Member
Game Developer
Oct 24, 2017
1,386
3,327
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:
Python:
label randomeventencounter:
//...
    ########################################
    if event01 == 12 and stat_1 <> 90:
        return
Effectively, after the fixed events storyline runs its course this bit causes the code return early and never do the 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.
Idk. Your lack of progression in Summer's story could just be extreme bad luck, maybe. Anyway, I'll keep my eyes peeled. Thanks again.
 

ffive

Conversation Conqueror
Jun 19, 2022
6,211
14,511
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.
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.

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.
That may be the intention but that's just a part of what this snippet actually does. What it does is what i described:
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
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.

As a result, it doesn't prevent only the after-show party event, but all remaining events and encounters.
 
Last edited:

Basilicata

Radioactive Member
Game Developer
Oct 24, 2017
1,386
3,327
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:
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
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.

As a result, it doesn't prevent only the after-show party event, but all remaining events and encounters.
You're so right. Now I finally get it.
 

osanaiko

Engaged Member
Modder
Jul 4, 2017
2,576
4,694
Pardon my question, there a possibility to play VN games on iPad ?
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.

It's generally very hard to jailbreak iOS devices now. If you somehow have an old enough device that there are extant jailbreaks, then maybe you might have some luck sideloading a game into a python environment.

Beyond that, there seem to be some tools around. Here's the first search result. I haven't tried myself but:



Note that this method appears to only support 32bit (python 2.x), so games from Renpy v8.x onward will not work with that.
 

Amedore

Member
Jul 6, 2018
413
864
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.
 

Mookys

Engaged Member
Dec 19, 2022
2,203
6,791
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.
That's what sets it apart from other VNs and makes it unique. :)
 
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bamachine

Well-Known Member
Nov 17, 2020
1,438
1,953
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.
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.

I don't care as much about cheating the stats, more like I keep missing events with the random rolls and also seem really unlucky with being able to land on the beauty salon when her looks are low. So I like to be able to cheat the rolls in those two situations only.

EDIT: I think I figured it out, testing now, starting from the beginning(had to anyway, got a new laptop). I cut and pasted the "Steps" and "Cheats" sections into the current script.rpy after each of the pager 1 and pager 2 sections of the file, like you had done in the .70 version. So far, like 10 turns in and no issues, it is all working. Will have to finish all the way to the end of the current build to make sure though.
 
Last edited:
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