Hi all, Demon Pony here to give a quick rundown of what you’re asking an admitted “new” coder to do.
In the traditional sense of the game, there are a couple variables that go up and down to show the different ’days’ and ‘times’.
Day 0 = Monday, Day 1 = Tuesday... and Day 6 = Sunday, wherein going to sleep will reset the counter to 0.
So far, so good.
Then there the Time of Day variable, where 0 = Morning and 4 = Night. Got it?
Now, add to that, a separate Conditional Branching subsection for each character, where:
IF Day = 5:
If Clothes = 4:
Set Character clothes to X
Else If: Clothes = 3
...
Alllll the way down to include everything. It’s horribly convoluted and mind-numbing.
But you can use Switches, you say.
Yes, but you’d need to remember to turn the appropriate Switch On or Off, depending on what you want that person to be wearing, still using the above Conditional Branch method.
It’s how RPGMaker does its thing. My advice would be to show a steady decline of clothing via a Corruption/Purity/XXX value, and specialty clothing be reserved for special scenes.
That is how it works now. There’s a variable that counts how many times you’ve seen X scene, and the dialogue changes to match.
That’s why it sounds like Sydney is still protesting having sex with Peter even after she’s completely corrupted (in my version).
And going in, rewriting the dialogue to match each scene pre- and post-enslavement is very time and energy consuming.