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script DateNight.rpy
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script DateNight.rpy
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# Date Night //////////////////////////////////////////////////////////////////////
# Gets called from the Events whenever "yesdate" in P_DailyActions
# Checks to see which girls show up, if more than one, they decide whether they are cool with that.
# If they are, you choose location. You can go to dinner first, or skip to movies.
# During dinner there is a check to menu, then a check to whether sexy stuff occurs
# During sexy stuff, the other girl can join in, ignore it, ot cockblock it.
# Then you pay, during which you can cause offense by being cheap.
# Then you can pick a movie, and pay for that too, similar to dinner.
# Then you watch the movie and potentially have sex, and again the other girl can object.
# Then you return to campus, and can pick a girl to take home first, the other will follow.
label DateNight(Prime_Bonus=0,Second_Bonus=0,Play_Cost=0,Prime_Cost=0,Second_Cost=0):
# Called from the event menu
# Party[0] is the lead girl Party[1] the other.
# P_Bonus and S_Bonus track the girl's love bonuses, Cost is cost of the date
$ Party = [] #clears Party if there is one
if "yesdate" in R_DailyActions: #Checks if Rogue is in
$ Party.append("Rogue")
$ R_DailyActions.remove("yesdate")
if "yesdate" in K_DailyActions: #Checks if Kitty is in
$ Party.append("Kitty")
$ K_DailyActions.remove("yesdate")
if "yesdate" in E_DailyActions: #Checks if Emma is in
$ Party.append("Emma")
$ E_DailyActions.remove("yesdate")
if "yesdate" in newgirl["Laura"].DailyActions: #Checks if Laura is in
$ Party.append("Laura")
$ newgirl["Laura"].DailyActions.remove("yesdate")
if not Party:
"Nobody showed up, weird."
return
$ renpy.random.shuffle(Party)
while len(Party) > 2:
# If two or more members in the party
#Culls down party size to two
$ Party.remove(Party[2])
# This portion sets the girls' clothing and mood for the date
if "Rogue" in Party:
call Rogue_Date_Prep
if "Kitty" in Party:
call Kitty_Date_Prep
if "Emma" in Party:
call Emma_Date_Prep
if "Laura" in Party:
call Laura_Date_Prep
$ bg_current = "date"
call Shift_Focus(Party[0])
call Set_The_Scene
if len(Party)== 2:
"As you arrive, you see [Party[0]] and [Party[1]] waiting for you."
call Date_Crossed
if not Party or (Party and not Party[0]):
# both left
return
elif len(Party) < 2:
# One stayed, but not both
ch_p "Ok then, I guess we're ready to get going. . ."
$ Party.append(0)
else:
"As you arrive, you see [Party[0]] waiting for you."
$ Party.append(0)
if "Rogue" in Party and "stoodup" in R_History:
$ R_History.remove("stoodup")
if "Kitty" in Party and "stoodup" in K_History:
$ K_History.remove("stoodup")
if "Emma" in Party and "stoodup" in E_History:
$ E_History.remove("stoodup")
if "Laura" in Party and "stoodup" in newgirl["Laura"].History:
$ newgirl["Laura"].History.remove("stoodup")
if Party[0] == "Rogue":
ch_r "Where are we going?"
elif Party[0] == "Kitty":
ch_k "So[K_like]where would you like to go?"
elif Party[0] == "Emma":
ch_e "Did you have a place in mind?"
elif Party[0] == "Laura":
ch_l "Where we headed?"
menu:
extend ""
"To a restaurant.":
$ P_RecentActions.append("dinner")
$ P_DailyActions.append("dinner")
"To the movies.":
$ P_RecentActions.append("movie")
$ P_DailyActions.append("movie")
"Dinner and a movie.":
$ P_RecentActions.append("dinner")
$ P_DailyActions.append("dinner")
$ P_RecentActions.append("movie")
$ P_DailyActions.append("movie")
if Party[1] == "Rogue" or (Party[0] == "Rogue" and not Party[1]):
ch_r "Sounds fun."
elif Party[1] == "Kitty" or (Party[0] == "Kitty" and not Party[1]):
ch_k "K, let's get going then."
elif Party[1] == "Emma" or (Party[0] == "Emma" and not Party[1]):
ch_e "Oh, lovely, shall we?"
elif Party[1] == "Laura" or (Party[0] == "Laura" and not Party[1]):
ch_l "Cool."
show blackscreen onlayer black with dissolve
if "dinner" not in P_RecentActions:
"You head to the local theater and check out the film listings."
jump Date_Movies
else:
"You go to one of the nicer restaurants in town. The food is quality but reasonably affordable."
jump Date_Dinner
#End Date Start / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
#Start Crossed Wires Sequence / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
label Date_Crossed(Girls=[],Check=0,CrossedP=0,CrossedS=0,Count=0):
#this checks to make sure both girls are on the same page.
if Party[0] == "Rogue" and "yesdouble" not in R_DailyActions:
ch_r "What's [Party[1]] doing here?"
$ Girls.append("Rogue")
elif Party[0] == "Kitty" and "yesdouble" not in K_DailyActions:
ch_k "Huh? What's [Party[1]] doing here?"
$ Girls.append("Kitty")
elif Party[0] == "Emma" and "yesdouble" not in E_DailyActions:
ch_e "Oh, hello, why is [Party[1]] here?"
$ Girls.append("Emma")
elif Party[0] == "Laura" and "yesdouble" not in E_DailyActions:
ch_l "Hey."
ch_l "Why's [Party[1]] here?"
$ Girls.append("Laura")
if Party[1] == "Rogue" and "yesdouble" not in R_DailyActions:
if Girls:
ch_r "Yeah, why's [Party[0]] here?"
else:
ch_r "What's [Party[0]] doing here?"
$ Girls.append("Rogue")
elif Party[1] == "Kitty" and "yesdouble" not in K_DailyActions:
if Girls:
ch_k "Yeah, what gives?"
else:
ch_k "Huh? What's [Party[0]] doing here?"
$ Girls.append("Kitty")
elif Party[1] == "Emma" and "yesdouble" not in E_DailyActions:
if Girls:
ch_e "Yes, care to explain?"
else:
ch_e "Oh, hello, why is [Party[0]] here?"
$ Girls.append("Emma")
elif Party[1] == "Laura" and "yesdouble" not in E_DailyActions:
if Girls:
ch_l "Yeah, what's up?"
else:
ch_l "Hey."
ch_l "Why's [Party[1]] here?"
$ Girls.append("Laura")
if not Girls:
return
menu:
"I thought we could have fun together.":
$ Check = "fun"
"Oh, I forgot to tell you?":
$ Check = "cute"
"You're both coming with me.":
$ Check = "order"
"Never mind [[ditch one or both]":
menu:
"Rogue, you can go" if "Rogue" in Party:
if ApprovalCheck("Rogue", 1400, "LO"):
call RogueFace("sad", 1)
ch_r "Oh, ok, I guess. Later then?"
"Rogue heads off."
call Rogue_Date_Over(0)
else:
call Rogue_Date_Over
"Kitty, you can go" if "Kitty" in Party:
if ApprovalCheck("Kitty", 1400, "LO"):
call EmmaFace("sad", 1)
ch_k "Huh? Well, ok, I guess?"
"Kitty heads off."
call Kitty_Date_Over(0)
else:
call Kitty_Date_Over
"Emma, you can go" if "Emma" in Party:
if ApprovalCheck("Emma", 1500, "LO"):
call EmmaFace("sad", 1)
ch_e "Hm. You'll have to make this up to me later."
"Emma walks off."
call Emma_Date_Over(0)
else:
call Emma_Date_Over
"Laura, you can go" if "Laura" in Party:
if ApprovalCheck("Laura", 1500, "LO"):
call LauraFace("sad", 1)
ch_l "This choice will have consequences."
"Laura walks off."
call Laura_Date_Over(0)
else:
call Laura_Date_Over
"Never mind. [[Go home]":
if "Rogue" in Party:
if ApprovalCheck("Rogue", 1400, "LO"):
call RogueFace("sad", 1)
ch_r "Oh, ok, I guess. Later then?"
call Rogue_Date_Over(0)
else:
call Rogue_Date_Over
if "Kitty" in Party:
if ApprovalCheck("Kitty", 1400, "LO"):
call EmmaFace("sad", 1)
ch_k "Huh? Well, ok, I guess?"
call Kitty_Date_Over(0)
else:
call Kitty_Date_Over
if "Emma" in Party:
if ApprovalCheck("Emma", 1500, "LO"):
call EmmaFace("sad", 1)
ch_e "Hm. You'll have to make this up to me later."
call Emma_Date_Over(0)
else:
call Emma_Date_Over
if "Laura" in Party:
if ApprovalCheck("Laura", 1500, "LO"):
call LauraFace("sad", 1)
ch_l "This choice will have consequences."
call Laura_Date_Over(0)
else:
call Laura_Date_Over
"You head back to your room."
if "yesdate" in P_DailyActions:
$ P_DailyActions.remove("yesdate")
$ renpy.pop_call()
$ renpy.pop_call()
jump Player_Room
return #?
$ Check = "ditch"
#end question menu
if Party[0] == "Rogue":
if Party[1] == "Kitty":
$ CrossedP = R_LikeKitty
$ CrossedS = K_LikeRogue
elif Party[1] == "Emma":
$ CrossedP = R_LikeKitty
$ CrossedS = K_LikeRogue
elif Party[1] == "Laura":
$ CrossedP = R_LikeNewGirl["Laura"]
$ CrossedS = newgirl["Laura"].LikeRogue
elif Party[0] == "Kitty":
if Party[1] == "Rogue":
$ CrossedP = K_LikeRogue
$ CrossedS = R_LikeKitty
elif Party[1] == "Emma":
$ CrossedP = K_LikeEmma
$ CrossedS = E_LikeKitty
elif Party[1] == "Laura":
$ CrossedP = K_LikeNewGirl["Laura"]
$ CrossedS = newgirl["Laura"].LikeKitty
elif Party[0] == "Emma":
if Party[1] == "Rogue":
$ CrossedP = E_LikeRogue
$ CrossedS = R_LikeEmma
elif Party[1] == "Kitty":
$ CrossedP = E_LikeKitty
$ CrossedS = K_LikeEmma
elif Party[1] == "Laura":
$ CrossedP = E_LikeNewGirl["Laura"]
$ CrossedS = newgirl["Laura"].LikeEmma
elif Party[0] == "Laura":
if Party[1] == "Rogue":
$ CrossedP = newgirl["Laura"].LikeRogue
$ CrossedS = R_LikeNewGirl["Laura"]
elif Party[1] == "Kitty":
$ CrossedP = newgirl["Laura"].LikeKitty
$ CrossedS = K_LikeNewGirl["Laura"]
elif Party[1] == "Emma":
$ CrossedP = newgirl["Laura"].LikeEmma
$ CrossedS = E_LikeNewGirl["Laura"]
if "Rogue" in Girls:
if not Party[1]:
#if the other girl's dropped out
if not ApprovalCheck("Rogue", 1000):
ch_r "So. . . I'm going to get going too?"
call Rogue_Date_Over(0)
return
if Party[0] == "Rogue":
$ Count = CrossedP
else:
$ Count = CrossedS
if Check == "fun":
if ApprovalCheck("Rogue",1000):
$ Check = 0
else:
$ Check = -200
elif Check == "cute":
if ApprovalCheck("Rogue",1000,"LI"):
$ Check = 200
else:
$ Check = -100
elif Check == "order":
if ApprovalCheck("Rogue",1200,"LO"):
$ Check = 100
else:
$ Check = -300
else:
$ Check = 0
if Count >= 600 and ApprovalCheck("Rogue", 800, "OI", Bonus = Check): #Count is "K_LikeX"
call RogueFace("smile")
ch_r "Sure, why not."
elif Count >= 750:
call RogueFace("bemused")
ch_r "Oh, I guess. . ."
elif ApprovalCheck("Rogue", 1300, "LO", Bonus = Check):
call RogueFace("sad")
ch_r "If you insist. . ."
else:
call RogueFace("angry")
ch_r "In your dreams!"
call Rogue_Date_Over(0)
#End Rogue check
if "Kitty" in Girls:
if not Party[1]:
#if the other girl's dropped out
if not ApprovalCheck("Kitty", 1000):
ch_k "Yeah, this is kind of a weird scene, maybe I'll see you later?"
call Kitty_Date_Over(0)
return
if Party[0] == "Kitty":
$ Count = CrossedP
else:
$ Count = CrossedS
if Check == "fun":
if ApprovalCheck("Kitty",1000):
$ Check = 0
else:
$ Check = -200
elif Check == "cute":
if ApprovalCheck("Kitty",1000,"LI"):
$ Check = 100
else:
$ Check = -100
elif Check == "order":
if ApprovalCheck("Kitty",1200,"LO"):
$ Check = 200
else:
$ Check = -300
else:
$ Check = 0
if Count >= 600 and ApprovalCheck("Kitty", 800, "OI", Bonus = Check): #Count is "K_LikeX"
call KittyFace("smile")
ch_k "Sure, sounds fun."
elif Count >= 750:
call KittyFace("bemused")
ch_k "Hm, yeah. . ."
elif ApprovalCheck("Kitty", 1300, "LO", Bonus = Check):
call KittyFace("sad")
ch_k "I guess if that's what you want. . ."
else:
call KittyFace("angry")
ch_k "You wish, player!"
call Kitty_Date_Over(0)
#End Kitty check
if "Emma" in Girls:
if not Party[1]:
#if the other girl's dropped out
if not ApprovalCheck("Emma", 800):
ch_e "Unprofessional, but I do give you points for trying."
call Emma_Date_Over(0)
return
if Party[0] == "Emma":
$ Count = CrossedP
else:
$ Count = CrossedS
if Check == "fun":
if ApprovalCheck("Emma",1000):
$ Check = 100
else:
$ Check = -100
elif Check == "cute":
if ApprovalCheck("Emma",1000,"LI"):
$ Check = 100
else:
$ Check = 0
elif Check == "order":
if ApprovalCheck("Emma",1200,"LO"):
$ Check = 300
else:
$ Check = -400
else:
$ Check = 0
if Count >= 600 and ApprovalCheck("Emma", 800, "OI", Bonus = Check): #Count is "K_LikeX"
call EmmaFace("sly")
ch_e "This could be interesting. . ."
elif Count >= 750:
call EmmaFace("sly")
ch_e "Alright, I'm in"
elif ApprovalCheck("Emma", 1300, "LO", Bonus = Check):
call EmmaFace("sad")
ch_e "If you insist."
else:
call EmmaFace("surprised",Mouth="smirk")
ch_e "Oh, you do aim high."
call EmmaFace("angry")
ch_e "Too high."
call Emma_Date_Over(0)
#End Emma check
if "Laura" in Girls:
if not Party[1]:
#if the other girl's dropped out
if not ApprovalCheck("Laura", 800):
ch_l "You need to plan better."
ch_l "Almost seems like you did that on purpose."
call Laura_Date_Over(0)
return
if Party[0] == "Laura":
$ Count = CrossedP
else:
$ Count = CrossedS
if Check == "fun":
if ApprovalCheck("Laura",1000):
$ Check = 100
else:
$ Check = -100
elif Check == "cute":
if ApprovalCheck("Laura",1000,"LI"):
$ Check = 100
else:
$ Check = 0
elif Check == "order":
if ApprovalCheck("Laura",1200,"LO"):
$ Check = 300
else:
$ Check = -400
else:
$ Check = 0
if Count >= 600 and ApprovalCheck("Laura", 800, "OI", Bonus = Check): #Count is "K_LikeX"
call LauraFace("sly")
ch_l "This could be fun. . ."
elif Count >= 750:
call LauraFace("sly")
ch_l "Nice"
elif ApprovalCheck("Laura", 1300, "LO", Bonus = Check):
call LauraFace("sad")
ch_l "If you insist."
else:
call LauraFace("surprised",Mouth="smirk")
ch_l "Really?"
call LauraFace("angry")
ch_l "That's your play here."
call Laura_Date_Over(0)
#End Laura check
return
#End Crossed Wires Sequence / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
#Start Dinner Sequence / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
label Date_Dinner:
$ bg_current = "bg restaurant"
if "Rogue" in Party:
$ R_Loc = "bg restaurant"
if "Kitty" in Party:
$ K_Loc = "bg restaurant"
if "Emma" in Party:
$ E_Loc = "bg restaurant"
if "Laura" in Party:
$ newgirl["Laura"].Loc = "bg restaurant"
call Set_The_Scene
"The waitress comes to the table."
if "Rogue" in Party:
call Rogue_Dinner
if "Kitty" in Party:
call Kitty_Dinner
if "Emma" in Party:
call Emma_Dinner
if "Laura" in Party:
call Laura_Dinner
call Player_Dinner
"After a bit, the waitress brings you your meals."
$ Line = "You eat your " + Line
if "Kitty" in Party and "surfturf" in K_RecentActions:
$ Line = Line + ", Kitty eats the steak but pushes the lobster to the side."
else:
$ Line = Line + ", and have a pleasant conversation over the meal."
"[Line]"
$ P_RecentActions.append("dinner")
call Date_Sex("dinner")
call Date_Paying("dinner")
if not Party[0] and not Party[1]:
"You decide to head back to your room."
jump Date_Over
if "movie" not in P_RecentActions:
jump Date_End
#else:
"After dinner, you head to the local theater and check out the film listings."
jump Date_Movies
# End Primary Dinner Sequence / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
label Player_Dinner:
# This is the player's menu choices
menu:
"For yourself, you order. . ."
"Surf and turf. ($20)":
$ Play_Cost = 20
$ Line = "steak and a juicy lobster"
"Steak. ($15)":
$ Play_Cost = 15
$ Line = "medium rare ribeye"
"Chicken. ($10)":
$ Play_Cost = 10
$ Line = "pangrilled chicken thighs"
"Just a salad. ($5)":
$ Play_Cost = 5
$ Line = "fresh garden salad"
return
#Start Date_Sex / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
label Date_Sex(Activity="dinner",Options = []):
#This determines who, if any, has sex with the player during the date
if "Rogue" in Party and ApprovalCheck("Rogue", 1000): #Checks if Rogue is in
$ Options.append("Rogue")
if Party[0] == "Rogue" and Prime_Bonus > 10:
$ Options.append("Rogue")
elif Party[1] == "Rogue" and Second_Bonus > 10:
$ Options.append("Rogue")
if P_RecentActions in ("horror","drama"):
$ Options.append("Rogue")
if "Kitty" in Party and ApprovalCheck("Kitty", 1000): #Checks if Kitty is in
$ Options.append("Kitty")
if Party[0] == "Kitty" and Prime_Bonus > 10:
$ Options.append("Kitty")
elif Party[1] == "Kitty" and Second_Bonus > 10:
$ Options.append("Kitty")
if P_RecentActions in ("horror","drama"):
$ Options.append("Kitty")
if "Emma" in Party and ApprovalCheck("Emma", 1000): #Checks if Emma is in
$ Options.append("Emma")
if Party[0] == "Emma" and Prime_Bonus > 10:
$ Options.append("Emma")
elif Party[1] == "Emma" and Second_Bonus > 10:
$ Options.append("Emma")
if P_RecentActions in ("horror","drama"):
$ Options.append("Emma")
if "Laura" in Party and ApprovalCheck("Laura", 1000): #Checks if Laura is in
$ Options.append("Laura")
if Party[0] == "Laura" and Prime_Bonus > 10:
$ Options.append("Laura")
elif Party[1] == "Laura" and Second_Bonus > 10:
$ Options.append("Laura")
if P_RecentActions in ("action","horror","drama"):
$ Options.append("Laura")
if len(Options) == 0:
return
$ renpy.random.shuffle(Options)
if Options[0] == "Rogue":
if Activity == "dinner":
call Rogue_Dinner_Sex(Options)
else:
call Rogue_Movie_Sex(Options)
elif Options[0] == "Kitty":
if Activity == "dinner":
call Kitty_Dinner_Sex(Options)
else:
call Kitty_Movie_Sex(Options)
elif Options[0] == "Emma":
if Activity == "dinner":
call Emma_Dinner_Sex(Options)
else:
call Emma_Movie_Sex(Options)
elif Options[0] == "Laura":
if Activity == "dinner":
call Laura_Dinner_Sex(Options)
else:
call Laura_Movie_Sex(Options)
return
#end Date_Sex / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
#Start Date_Sex_Break / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
label Date_Sex_Break(Lead=0,Previous=0,Repeat=0):
#Lead is the lead girl
#Previous is the other girl
# if it returns 0, it continues normally.
# if it returns 1, the other girl joins in
# if it returns 2, the other girl watches
# if it returns 3, the other girl is mad, but it goes on
# if it returns 4, the other girl is mad, so you cancel out
if not Previous:
return 0
if Lead == "Rogue":
if Previous == "Kitty":
if R_LikeKitty >= 700 and K_LikeRogue >= 700:
#They like each other and will share
$ K_RecentActions.append("noticed Rogue")
return 1
elif ApprovalCheck("Kitty", 1400) and K_LikeRogue >= 500:
#Kitty likes you, and likes Rogue enough to be chill
call KittyFace("sly")
"Kitty winks at you, but doesn't move to get involved."
$ K_RecentActions.append("noticed Rogue")
return 2
elif ApprovalCheck("Kitty", 1400) and K_LikeRogue < 500:
pass
#End if Previous == "Rogue"
elif Previous == "Emma":
if R_LikeEmma >= 700 and E_LikeRogue >= 700:
#They like each other and will share
$ E_RecentActions.append("noticed Rogue")
return 1
elif ApprovalCheck("Emma", 1400) and E_LikeRogue >= 500:
#Emma likes you, and likes Rogue enough to be chill
call EmmaFace("sly")
"Emma winks at you, but doesn't move to get involved."
$ E_RecentActions.append("noticed Rogue")
return 2
elif ApprovalCheck("Emma", 1400) and E_LikeRogue < 500:
#Emma likes you, but hates Rogue
pass
#End if Previous == "Emma"
elif Previous == "Laura":
if R_LikeNewGirl["Laura"] >= 700 and newgirl["Laura"].LikeRogue >= 700:
#They like each other and will share
$ newgirl["Laura"].RecentActions.append("noticed Rogue")
return 1
elif ApprovalCheck("Laura", 1400) and newgirl["Laura"].LikeRogue >= 500:
#Laura likes you, and likes Rogue enough to be chill
call LauraFace("sly")
"Laura winks at you, but doesn't move to get involved."
$ newgirl["Laura"].RecentActions.append("noticed Rogue")
return 2
elif ApprovalCheck("Laura", 1400) and newgirl["Laura"].LikeRogue < 500:
#Laura likes you, but hates Rogue
pass
#End if Previous == "Laura"
#End Lead Rogue
elif Lead == "Kitty":
if Previous == "Rogue":
if K_LikeRogue >= 700 and R_LikeKitty >= 700:
#They like each other and will share
$ R_RecentActions.append("noticed Kitty")
return 1
elif ApprovalCheck("Rogue", 1400) and R_LikeKitty >= 500:
#Rogue likes you, and likes Kitty enough to be chill
call RogueFace("sly")
"Rogue winks at you, but doesn't move to get involved."
$ R_RecentActions.append("noticed Kitty")
return 2
elif ApprovalCheck("Rogue", 1400) and R_LikeKitty < 500:
pass
#End if Previous == "Rogue"
elif Previous == "Emma":
if K_LikeEmma >= 700 and E_LikeKitty >= 700:
#They like each other and will share
$ E_RecentActions.append("noticed Kitty")
return 1
elif ApprovalCheck("Emma", 1400) and E_LikeKitty >= 500:
#Emma likes you, and likes Kitty enough to be chill
call EmmaFace("sly")
"Emma winks at you, but doesn't move to get involved."
$ E_RecentActions.append("noticed Kitty")
return 2
elif ApprovalCheck("Emma", 1400) and E_LikeKitty < 500:
#Emma likes you, but hates Kitty
pass
#End if Previous == "Emma"
elif Previous == "Laura":
if K_LikeNewGirl["Laura"] >= 700 and newgirl["Laura"].LikeEmma >= 700:
#They like each other and will share
$ newgirl["Laura"].RecentActions.append("noticed Kitty")
return 1
elif ApprovalCheck("Laura", 1400) and newgirl["Laura"].LikeKitty >= 500:
#Laura likes you, and likes Kitty enough to be chill
call LauraFace("sly")
"Laura winks at you, but doesn't move to get involved."
$ newgirl["Laura"].RecentActions.append("noticed Kitty")
return 2
elif ApprovalCheck("Laura", 1400) and newgirl["Laura"].LikeKitty < 500:
#Laura likes you, but hates Kitty
pass
#End if Previous == "Laura"
#End Lead Kitty
elif Lead == "Emma":
if Previous == "Rogue":
if E_LikeRogue >= 700 and R_LikeEmma >= 700:
#They like each other and will share
$ R_RecentActions.append("noticed Emma")
return 1
elif ApprovalCheck("Rogue", 1400) and R_LikeEmma >= 500:
#Rogue likes you, and likes Kitty enough to be chill
call RogueFace("sly")
"Rogue winks at you, but doesn't move to get involved."
$ R_RecentActions.append("noticed Emma")
return 2
elif ApprovalCheck("Rogue", 1400) and R_LikeEmma < 500:
pass
#End if Previous == "Rogue"
elif Previous == "Kitty":
if E_LikeKitty >= 700 and K_LikeEmma >= 700:
#They like each other and will share
$ K_RecentActions.append("noticed Emma")
return 1
elif ApprovalCheck("Kitty", 1400) and K_LikeEmma >= 500:
#Kitty likes you, and likes Emma enough to be chill
call KittyFace("sly")
"Kitty winks at you, but doesn't move to get involved."
$ K_RecentActions.append("noticed Emma")
return 2
elif ApprovalCheck("Kitty", 1400) and K_LikeEmma < 500:
#Kitty likes you, but hates Emma
pass
#End if Previous == "Emma"
elif Previous == "Laura":
if E_LikeNewGirl["Laura"] >= 700 and newgirl["Laura"].LikeEmma >= 700:
#They like each other and will share
$ newgirl["Laura"].RecentActions.append("noticed Emma")
return 1
elif ApprovalCheck("Laura", 1400) and newgirl["Laura"].LikeEmma >= 500:
#Laura likes you, and likes Emma enough to be chill
call LauraFace("sly")
"Laura winks at you, but doesn't move to get involved."
$ newgirl["Laura"].RecentActions.append("noticed Emma")
return 2
elif ApprovalCheck("Laura", 1400) and newgirl["Laura"].LikeEmma < 500:
#Laura likes you, but hates Emma
pass
#End if Previous == "Laura"
#End Lead Emma
elif Lead == "Laura":
if Previous == "Rogue":
if newgirl["Laura"].LikeRogue >= 700 and R_LikeNewGirl["Laura"] >= 700:
#They like each other and will share
$ R_RecentActions.append("noticed Laura")
return 1
elif ApprovalCheck("Rogue", 1400) and R_LikeNewGirl["Laura"] >= 500:
#Rogue likes you, and likes Kitty enough to be chill
call RogueFace("sly")
"Rogue winks at you, but doesn't move to get involved."
$ R_RecentActions.append("noticed Laura")
return 2
elif ApprovalCheck("Rogue", 1400) and R_LikeNewGirl["Laura"] < 500:
pass
#End if Previous == "Rogue"
elif Previous == "Kitty":
if E_LikeKitty >= 700 and K_LikeNewGirl["Laura"] >= 700:
#They like each other and will share
$ K_RecentActions.append("noticed Laura")
return 1
elif ApprovalCheck("Kitty", 1400) and K_LikeNewGirl["Laura"] >= 500:
#Kitty likes you, and likes Laura enough to be chill
call KittyFace("sly")
"Kitty winks at you, but doesn't move to get involved."
$ K_RecentActions.append("noticed Laura")
return 2
elif ApprovalCheck("Kitty", 1400) and K_LikeNewGirl["Laura"] < 500:
#Kitty likes you, but hates Laura
pass
#End if Previous == "Laura"
elif Previous == "Emma":
if newgirl["Laura"].LikeEmma >= 700 and E_LikeNewGirl["Laura"] >= 700:
#They like each other and will share
$ newgirl["Laura"].RecentActions.append("noticed Laura")
return 1
elif ApprovalCheck("Emma", 1400) and E_LikeNewGirl["Laura"] >= 500:
#Emma likes you, and likes Kitty enough to be chill
call EmmaFace("sly")
"Emma winks at you, but doesn't move to get involved."
$ E_RecentActions.append("noticed Laura")
return 2
elif ApprovalCheck("Emma", 1400) and E_LikeNewGirl["Laura"] < 500:
#Emma likes you, but hates Laura
pass
#End if Previous == "Emma"
#End Lead Laura
#If they asked you to stop
if Previous == "Rogue":
#Rogue likes you, but hates the girl
if Repeat == 2:
#if it's a good night kiss
call RogueFace("angry",Eyes="side")
call Statup("Rogue", "Love", 80, -5)
call Statup("Rogue", "Obed", 80, 5)
return 3
elif Repeat:
call RogueFace("angry")
call Statup("Rogue", "Love", 80, -15)
call Statup("Rogue", "Obed", 80, 15)
ch_r "Get a room you two!"
call Rogue_Date_Over
# You do it anyway
return 3
menu:
ch_r "I know what she's up to, cut it out."
"Ok, I'll stop.":
call Statup("Rogue", "Love", 80, 10)
call Statup("Rogue", "Obed", 80, -5)
call Statup("Rogue", "Inbt", 60, 5)
call Date_Bonus("Rogue",5)
# You stop
return 4
"I don't think so.":
call RogueFace("angry")
call Statup("Rogue", "Love", 80, -10)
call Statup("Rogue", "Obed", 80, 10)
call Statup("Rogue", "Inbt", 60, -5)
call Date_Bonus("Rogue",-5)
if "study" in P_RecentActions:
call Rogue_Date_Over
# You do it anyway
return 3
elif Previous == "Kitty":
#Kitty likes you, but hates the girl
if Repeat == 2:
#if it's a good night kiss
call KittyFace("angry",Eyes="side")
call Statup("Kitty", "Love", 80, -10)
call Statup("Kitty", "Obed", 80, 5)
return 3
elif Repeat:
call KittyFace("angry")
call Statup("Kitty", "Love", 80, -15)
call Statup("Kitty", "Obed", 80, 17)
ch_k "Geeze, right in front of me?!"
call Kitty_Date_Over
# You do it anyway
return 3
menu:
ch_k "I see you there, cut it out."
"Ok.":
call Statup("Kitty", "Love", 80, 12)
call Statup("Kitty", "Inbt", 60, 5)
call Date_Bonus("Kitty",5)
# You stop
return 4
"I don't think so.":
call KittyFace("angry")
call Statup("Kitty", "Love", 80, -12)
call Statup("Kitty", "Obed", 80, 15)
call Statup("Kitty", "Inbt", 60, 3)
call Date_Bonus("Kitty",-5)
if "study" in P_RecentActions:
call Kitty_Date_Over
# You do it anyway
return 3
elif Previous == "Emma":
#Emma likes you, but hates the girl
if Repeat == 2:
#if it's a good night kiss
call EmmaFace("angry",Eyes="side")
call Statup("Emma", "Love", 80, -5)
call Statup("Emma", "Obed", 80, 10)
return 3
elif Repeat:
call EmmaFace("angry")
call Statup("Emma", "Love", 80, -10)
call Statup("Emma", "Obed", 80, 15)
ch_e "Oh do grow up, you two!"
call Emma_Date_Over
# You do it anyway
return 3
menu:
ch_e "Oh, I see what's going on, stop it."
"Ok.":
call Statup("Emma", "Love", 80, 7)
call Statup("Emma", "Obed", 80, -2)
call Statup("Emma", "Inbt", 60, 5)
call Date_Bonus("Emma",5)
# You stop
return 4
"I don't think so.":
call EmmaFace("angry")
call Statup("Emma", "Love", 80, -7)
call Statup("Emma", "Obed", 80, 12)
call Date_Bonus("Emma",-5)
if "study" in P_RecentActions:
call Emma_Date_Over
# You do it anyway
return 3
elif Previous == "Laura":
#Laura likes you, but hates the girl
if Repeat == 2:
#if it's a good night kiss
call LauraFace("angry",Eyes="side")
call Statup("Laura", "Love", 80, -5)
call Statup("Laura", "Obed", 80, 10)
return 3
elif Repeat:
call LauraFace("angry")
call Statup("Laura", "Love", 80, -10)
call Statup("Laura", "Obed", 80, 15)
ch_l "Seriously, get a room!"
call Laura_Date_Over
# You do it anyway
return 3
menu:
ch_l "You think I wouldn't notice?"
"Ok, I'll stop.":
call Statup("Laura", "Love", 80, 7)
call Statup("Laura", "Obed", 80, -2)
call Statup("Laura", "Inbt", 60, 5)
call Date_Bonus("Laura",5)
# You stop
return 4
"You can watch.":
call LauraFace("angry")
call Statup("Laura", "Love", 80, -7)
call Statup("Laura", "Obed", 80, 12)
call Date_Bonus("Laura",-5)
if "study" in P_RecentActions:
call Laura_Date_Over
# You do it anyway
return 3
return 0 #Yes
#end Date_Sex_Break / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
#Start Movie Sequence / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
label Date_Movies:
#This picks and watches a movie
$ bg_current = "bg movies"
if "Rogue" in Party:
$ R_Loc = "bg movies"
if "Kitty" in Party:
$ K_Loc = "bg movies"
if "Emma" in Party:
$ E_Loc = "bg movies"
if "Laura" in Party:
$newgirl["Laura"].Loc = "bg movies"
call Set_The_Scene
menu:
"What would you like to see?"
"A romantic comedy.":
$ Line = "romcom"
$ P_RecentActions.append("romcom")
"An action movie.":
$ Line = "action"
$ P_RecentActions.append("action")
"A horror movie.":
$ Line = "horror"
$ P_RecentActions.append("horror")
"An acclaimed drama.":
$ Line = "drama"
$ P_RecentActions.append("drama")
"Let Rogue pick." if "Rogue" in Party:
$ Line = "pick"
$ Trigger = "Rogue"
"Let Kitty pick." if "Kitty" in Party:
$ Line = "pick"
$ Trigger = "Kitty"