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script Functions.rpy
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script Functions.rpy
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default HolderCount = 1
init python:
# $ R_Lust = Statupdate("Rogue", "Lust", R_Lust, 50, 3)
# $ R_Love = Statupdate("Rogue", "Love", R_Love, 50, 3)
# $ R_Love = Statupdate("Rogue", "Love", R_Love, 80, 4)
# $ R_Obed = Statupdate("Rogue", "Obed", R_Obed, 30, 1)
# $ R_Obed = Statupdate("Rogue", "Obed", R_Obed, 50, 1)
# $ R_Inbt = Statupdate("Rogue", "Inbt", R_Inbt, 50, 1)
# $ R_Inbt = Statupdate("Rogue", "Inbt", R_Inbt, 50, 1)
# This updates a stat based on the call "$ statname = Statupdate("Rogue", statname, checked percent, amount changed, 1 if >)" eg: $ R_Obed = Statupdate("Rogue", "Obed", R_Obed, 70, 12)
def Statupdate(Name, Flavor, Type, Check=100, Value=1, Greater=0):
if Flavor == "Love" or Flavor == "Obed" or Flavor == "Inbt":
Check = Check * 10 #bumps this stat into the 1000s
if Greater: #this checks if it's greater or less than the intended value
if Type >= Check:
Type += Value #If it passes the check, add Value to it
else:
Value = 0 #If not, don't add Value and set Value to 0
else:
if Type <= Check:
Type += Value
else:
Value = 0
if Value: #If there is any change to the stat
if Type > 1000: #If the value would overflow the stat, on Rogue
if Name == "Rogue" and R_Chat[4]:
global R_Love
global R_Obed
global R_Inbt
Value = Type - 1000
if Flavor == "Love":
if R_Chat[4] == 1:
R_Obed += Value #[Love to Obedience]
Flavor = "Obed"
elif R_Chat[4] == 2:
R_Inbt += Value #[Love to Inhibition]
Flavor = "Inbt"
elif Flavor == "Obed":
if R_Chat[4] == 3:
R_Inbt += Value #[Obedience to Inhibition]
Flavor = "Inbt"
elif R_Chat[4] == 4:
R_Love += Value #[Obedience to Love]
Flavor = "Love"
elif Flavor == "Inbt":
if R_Chat[4] == 5:
R_Obed += Value #[Inhibition to Obedience]
Flavor = "Obed"
elif R_Chat[4] == 6:
R_Love += Value #[Inhibition to Love]
Flavor = "Love"
R_Love = 1000 if R_Love > 1000 else R_Love #fix, check this works, not sure.
R_Obed = 1000 if R_Obed > 1000 else R_Obed
R_Inbt = 1000 if R_Inbt > 1000 else R_Inbt
#End Rogue content
elif Name == "Kitty" and K_Chat[4]:
global K_Love
global K_Obed
global K_Inbt
Value = Type - 1000
if Flavor == "Love":
if K_Chat[4] == 1:
K_Obed += Value #[Love to Obedience]
Flavor = "Obed"
elif K_Chat[4] == 2:
K_Inbt += Value #[Love to Inhibition]
Flavor = "Inbt"
elif Flavor == "Obed":
if K_Chat[4] == 3:
K_Inbt += Value #[Obedience to Inhibition]
Flavor = "Inbt"
elif K_Chat[4] == 4:
K_Love += Value #[Obedience to Love]
Flavor = "Love"
elif Flavor == "Inbt":
if K_Chat[4] == 5:
K_Obed += Value #[Inhibition to Obedience]
Flavor = "Obed"
elif K_Chat[4] == 6:
K_Love += Value #[Inhibition to Love]
Flavor = "Love"
K_Love = 1000 if K_Love > 1000 else K_Love #fix, check this works, not sure.
K_Obed = 1000 if K_Obed > 1000 else K_Obed
K_Inbt = 1000 if K_Inbt > 1000 else K_Inbt
#End Kitty content
elif Name == "Emma" and E_Chat[4]:
global E_Love
global E_Obed
global E_Inbt
Value = Type - 1000
if Flavor == "Love":
if E_Chat[4] == 1:
E_Obed += Value #[Love to Obedience]
Flavor = "Obed"
elif E_Chat[4] == 2:
E_Inbt += Value #[Love to Inhibition]
Flavor = "Inbt"
elif Flavor == "Obed":
if E_Chat[4] == 3:
E_Inbt += Value #[Obedience to Inhibition]
Flavor = "Inbt"
elif E_Chat[4] == 4:
E_Love += Value #[Obedience to Love]
Flavor = "Love"
elif Flavor == "Inbt":
if E_Chat[4] == 5:
E_Obed += Value #[Inhibition to Obedience]
Flavor = "Obed"
elif E_Chat[4] == 6:
E_Love += Value #[Inhibition to Love]
Flavor = "Love"
E_Love = 1000 if E_Love > 1000 else E_Love #fix, check this works, not sure.
E_Obed = 1000 if E_Obed > 1000 else E_Obed
E_Inbt = 1000 if E_Inbt > 1000 else E_Inbt
#End Emma content
elif Name in ModdedGirls and newgirl[Name].Chat[4]:
#global newgirl["Mystique"].Love
#global newgirl["Mystique"].Obed
#global newgirl["Mystique"].Inbt
Value = Type - 1000
if Flavor == "Love":
if newgirl[Name].Chat[4] == 1:
newgirl[Name].Obed += Value #[Love to Obedience]
Flavor = "Obed"
elif newgirl[Name].Chat[4] == 2:
newgirl[Name].Inbt += Value #[Love to Inhibition]
Flavor = "Inbt"
elif Flavor == "Obed":
if newgirl[Name].Chat[4] == 3:
newgirl[Name].Inbt += Value #[Obedience to Inhibition]
Flavor = "Inbt"
elif newgirl[Name].Chat[4] == 4:
newgirl[Name].Love += Value #[Obedience to Love]
Flavor = "Love"
elif Flavor == "Inbt":
if newgirl[Name].Chat[4] == 5:
newgirl[Name].Obed += Value #[Inhibition to Obedience]
Flavor = "Obed"
elif newgirl[Name].Chat[4] == 6:
newgirl[Name].Love += Value #[Inhibition to Love]
Flavor = "Love"
newgirl[Name].Love = 1000 if newgirl[Name].Love > 1000 else newgirl[Name].Love #fix, check this works, not sure.
newgirl[Name].Obed = 1000 if newgirl[Name].Obed > 1000 else newgirl[Name].Obed
newgirl[Name].Inbt = 1000 if newgirl[Name].Inbt > 1000 else newgirl[Name].Inbt
#End Mystique content
Type = 1000
#I need to change this bit with the following line:
# if Flavor == "Lust" and Value >= 100 and not Trigger:
# if Name == "Rogue": #calls orgasm if Lust goes over 100, breaks routine
# renpy.call("R_Cumming")
# elif Name == "Kitty": #calls orgasm if Lust goes over 100, breaks routine
# renpy.call("K_Cumming")
# elif Name == "Emma": #calls orgasm if Lust goes over 100, breaks routine
# renpy.call("E_Cumming")
if Flavor == "Love": #Sets reporting text color based on Flavor
Color = "#c11b17"
elif Flavor == "Obed":
Color = "#2554c7"
elif Flavor == "Inbt":
Color = "#FFF380"
elif Flavor == "Lust":
Color = "#FAAFBE"
else:
Color = "#FFFFFF"
if Name == "Rogue":
XPOS = R_SpriteLoc
elif Name == "Kitty":
XPOS = K_SpriteLoc
elif Name == "Emma":
XPOS = E_SpriteLoc
elif Name in ModdedGirls:
XPOS = newgirl[Name].SpriteLoc
else:
XPOS = 0.75
CallHolder(Value, Color, XPOS)
if Type < 0: #If Type ends up less than zero, set it to zero
Type = 0
return Type
def CallHolder(Value, Color, XPOS):
global HolderCount
if HolderCount == 1: #Shows the "+3" style feedback screen
renpy.show_screen("StatHolder1", Value, Color, XPOS)
elif HolderCount == 2:
renpy.show_screen("StatHolder2", Value, Color, XPOS)
elif HolderCount == 3:
renpy.show_screen("StatHolder3", Value, Color, XPOS)
elif HolderCount == 4:
renpy.show_screen("StatHolder4", Value, Color, XPOS)
elif HolderCount == 5:
renpy.show_screen("StatHolder5", Value, Color, XPOS)
else: #== 6:
renpy.show_screen("StatHolder6", Value, Color, XPOS)
HolderCount += 1 if HolderCount <= 6 else -5 #Resets holder screens when it maxes out.
return
import math
class Shaker(object):
anchors = {
'top' : 0.0,
'center' : 0.5,
'bottom' : 1.0,
'left' : 0.0,
'right' : 1.0,
}
def __init__(self, start, child, dist):
if start is None:
start = child.get_placement()
#
self.start = [ self.anchors.get(i, i) for i in start ] # central position
self.dist = dist # maximum distance, in pixels, from the starting point
self.child = child
def __call__(self, t, sizes):
# Float to integer... turns floating point numbers to
# integers.
def fti(x, r):
if x is None:
x = 0
if isinstance(x, float):
return int(x * r)
else:
return x
xpos, ypos, xanchor, yanchor = [ fti(a, b) for a, b in zip(self.start, sizes) ]
xpos = xpos - xanchor
ypos = ypos - yanchor
nx = xpos + (1.0-t) * self.dist * (renpy.random.random()*2-1)
ny = ypos + (1.0-t) * self.dist * (renpy.random.random()*2-1)
return (int(nx), int(ny), 0, 0)
def _Shake(start, time, child=None, dist=100.0, **properties):
move = Shaker(start, child, dist=dist)
return renpy.display.layout.Motion(move,
time,
child,
add_sizes=True,
**properties)
Shake = renpy.curry(_Shake)
#
transform StatAnimation(Timer, XPOS): #this is the animation for the Stat ticker
alpha 0
pause Timer
# xpos 0.75 ypos 0.15 alpha 1 #original version that works
xpos XPOS ypos 0.15 alpha 1
# linear 1 ypos 0.0 alpha 0
parallel:
linear 1 ypos 0.0
parallel:
pause .5
linear .5 alpha 0
screen StatGraphic(Value, Color, Timer, XPOS): #this displays the stat ticker when called
showif Value > 0:
text "+[Value]" size 30 color Color at StatAnimation(Timer, XPOS)
else:
text "[Value]" size 30 color Color at StatAnimation(Timer, XPOS)
screen StatHolder1(Value, Color, XPOS): #This cycles through the possible stat ticker frameworks
use StatGraphic(Value, Color, 0.0, XPOS)
timer 1.0 action Hide("StatHolder1")
screen StatHolder2(Value, Color, XPOS):
use StatGraphic(Value, Color, 0.2, XPOS)
timer 1.2 action Hide("StatHolder2")
screen StatHolder3(Value, Color, XPOS):
use StatGraphic(Value, Color, 0.4, XPOS)
timer 1.4 action Hide("StatHolder3")
screen StatHolder4(Value, Color, XPOS):
use StatGraphic(Value, Color, 0.6, XPOS)
timer 1.6 action Hide("StatHolder4")
screen StatHolder5(Value, Color, XPOS):
use StatGraphic(Value, Color, 0.8, XPOS)
timer 1.8 action Hide("StatHolder5")
screen StatHolder6(Value, Color, XPOS):
use StatGraphic(Value, Color, 1.0, XPOS)
timer 2.0 action Hide("StatHolder6")
# End Stat update function. . .
init python:
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
#this function checks how many of "item" are in the player's inventory
def Inventory_Check(Item = "item", Count = 0):
if Item in P_Inventory:
Count = P_Inventory.count(Item)
else:
Count = 0
return Count
#This function checks how many times you've accessed a given action within the timeframe specified. Example: $ Count = Action_Check("Rogue", "recent", "sex")
def Action_Check(Chr = "Rogue", Time = "recent", Act = "act", Count = 0):
if Chr == "Rogue" and Time == "recent":
if Act in R_RecentActions:
Count = R_RecentActions.count(Act)
elif Chr == "Rogue":
if Act in R_DailyActions:
Count = R_DailyActions.count(Act)
elif Chr == "Kitty" and Time == "recent":
if Act in K_RecentActions:
Count = K_RecentActions.count(Act)
elif Chr == "Kitty":
if Act in K_DailyActions:
Count = K_DailyActions.count(Act)
elif Chr == "Emma" and Time == "recent":
if Act in E_RecentActions:
Count = E_RecentActions.count(Act)
elif Chr == "Emma":
if Act in E_DailyActions:
Count = E_DailyActions.count(Act)
elif Chr in ModdedGirls and Time == "recent":
if Act in newgirl[Chr].RecentActions:
Count = newgirl[Chr].RecentActions.count(Act)
elif Chr in ModdedGirls:
if Act in newgirl[Chr].DailyActions:
Count = newgirl[Chr].DailyActions.count(Act)
return Count
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
def Personality(Chr = "Rogue", Type = "high", Love = 0): #Determines character personality choices. ie Personality("Rogue", "high", 0)
if Chr == "Rogue": #sets the data based on Rogue's data
L = R_Love
O = R_Obed
I = R_Inbt
if R_Chat[4]:
if R_Chat[4] == 1 or R_Chat[4] == 5:
return "Obed"
elif R_Chat[4] == 2 or R_Chat[4] == 3:
return "Inbt"
elif R_Chat[4] == 4 or R_Chat[4] == 6:
return "Love"
L = L - Love #can subtract a value to balance out love advantage
if Type == "high": #Picks out highest stat of three
if L >= O and L >= I:
return "Love"
elif O >= L and O >= I:
return "Obed"
else:
return "Inbt"
if Type == "LO": #picks out highest of two values
if L >= O:
return "Love"
else:
return "Obed"
if Type == "OI":
if O >= I:
return "Obed"
else:
return "Inbt"
if Type == "LI":
if L >= I:
return "Love"
else:
return "Inbt"
if Type == "LOI":
if L >= O >= I:
return "LOI"
elif L >= I >= O:
return "LIO"
elif O >= L >= I:
return "OLI"
elif O >= I >= L:
return "OIL"
elif I >= L >= O:
return "ILO"
else:
return "IOL"
return 1
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
def ApprovalCheck(Chr = "Rogue", T = 1000, Type = "LOI", Spread = 150, TmpM = 1, TabM = 0, C = 1, Bonus = 0, Loc = 0):
# $ Count = ApprovalCheck(125, Chr="Rogue")
# T is the value being checked against, Type is the LOI condition in play, Spread is the difference between basic approval and high approval
# TmpM is Tempmod multiplier, TabM is the taboo modifier, C is cologne modifiers, Bonus is a random bonus applied, and Loc is the girl's location
if Chr == "Kitty":
#sets the data based on Kitty's data
L = K_Love
O = K_Obed
I = K_Inbt
Loc = K_Loc if not Loc else Loc
elif Chr == "Emma":
#sets the data based on Emma's data
L = E_Love
O = E_Obed
I = E_Inbt
Loc = E_Loc if not Loc else Loc
elif Chr == "Rogue":
#sets the data based on Rogue's data
L = R_Love
O = R_Obed
I = R_Inbt
Loc = R_Loc if not Loc else Loc
elif Chr in ModdedGirls:
#sets the data based on Rogue's data
L = newgirl[Chr].Love
O = newgirl[Chr].Obed
I = newgirl[Chr].Inbt
Loc = newgirl[Chr].Loc if not Loc else Loc
if Loc == bg_current:
#Bumps stats based on colognes
if "mandrill" in P_Traits and C:
if L <= 500:
L += 500
else:
L = 1000
elif "purple" in P_Traits and C:
if O <= 500:
O += 500
else:
O = 1000
elif "corruption" in P_Traits and C:
if I <= 500:
I += 500
else:
I = 1000
if Type == "LOI":
LocalTaboo = Taboo * 10
LocalTempmod = Tempmod * 10
elif Type == "LO": #40 -> 240
#culls unwanted parameters.
#These bits multiply everything from the 0-300 range to the 0-3000 range
I = 0
LocalTaboo = Taboo * 6
LocalTempmod = Tempmod * 6
elif Type == "OI":
L = 0
LocalTaboo = Taboo * 6
LocalTempmod = Tempmod * 6
elif Type == "LI":
O = 0
LocalTaboo = Taboo * 6
LocalTempmod = Tempmod * 6
elif Type == "L": #40 -> 120
O = 0
I = 0
LocalTaboo = Taboo * 3
LocalTempmod = Tempmod * 3
elif Type == "O":
L = 0
I = 0
LocalTaboo = Taboo * 3
LocalTempmod = Tempmod * 3
elif Type == "I":
O = 0
L = 0
LocalTaboo = Taboo * 3
LocalTempmod = Tempmod * 3
else:
LocalTaboo = Taboo * 10 #40 -> 400
LocalTempmod = Tempmod * 10
TabM = 0 if TabM <= 0 else TabM #test this, makes sure TabM is positive
if (L + O + I + Bonus + (TmpM * LocalTempmod) - (TabM * LocalTaboo)) >= (T + (2 * Spread)):
#She passes and loves it
return 3
elif (L + O + I + Bonus + (TmpM * LocalTempmod) - (TabM * LocalTaboo)) >= (T + Spread):
#She passes
return 2
elif (L + O + I + Bonus + (TmpM * LocalTempmod) - (TabM * LocalTaboo)) >= T:
#She doesn't really want to, but can be convinced
return 1
else: #She's out
return 0
#end approval function //////////////////////////////////////////////////////////////////////////////
def Room_Full(Present = []):
# Culls parties down to 3 max
# if Room_Full(): do something to empty it.
Present = []
global Party
while len(Party) > 3:
# If 3 or more members in the party
#Culls down party size to 3
Party.remove(Party[3])
# checks to see which girls are present at a given location
# adds members who are not currently in the party
if R_Loc == bg_current:
if "Rogue" not in Party:
Present.append("Rogue")
if K_Loc == bg_current:
if "Kitty" not in Party:
Present.append("Kitty")
if E_Loc == bg_current:
if "Emma" not in Party:
Present.append("Emma")
for eachnewgirl in ModdedGirls:
if newgirl[eachnewgirl].Loc == bg_current:
if eachnewgirl not in Party:
Present.append(eachnewgirl)
if len(Party) + len(Present) >= 3:
return 1
else:
return 0
#end RoomFull
def HoseNum(Chr = "Rogue"):
#This function determines how seethrough her hose is, 5 for "visible," 10 for "solid"
if Chr == "Rogue":
if R_Hose == "stockings":
return 1
elif R_Hose == "pantyhose":
return 6
elif R_Hose == "tights":
return 10
elif R_Hose == "ripped pantyhose":
return 5
elif R_Hose == "ripped tights":
return 5
elif R_Hose == "fishnet":
return 10
elif R_Hose == "SR7 hose":
return 10
else:
return 0
elif Chr == "Kitty":
if K_Hose == "stockings":
return 1
else:
return 0
elif Chr == "Emma":
if E_Hose == "stockings":
return 1
else:
return 0
elif Chr in ModdedGirls:
if newgirl[Chr].Hose == "stockings":
return 1
else:
return 0
#if it falls though. . .
return 0
def PantsNum(Chr = "Rogue"):
#This function determines how much pants are on, 10 for pants, 5 for shorts, <5 for less.
if Chr == "Rogue":
if R_Legs == "skirt":
return 3
elif R_Legs == "pants":
return 10
else:
return 0
elif Chr == "Kitty":
if K_Legs == "black jeans":
return 10
elif K_Legs == "capris":
return 10
elif K_Legs == "yoga pants":
return 8
elif K_Legs == "shorts":
return 5
else:
return 0
elif Chr == "Emma":
if E_Legs == "pants":
return 10
elif E_Legs == "black pants":
return 10
elif E_Legs == "skirt":
return 3
else:
return 0
elif Chr in ModdedGirls:
if newgirl[Chr].Legs == "pants":
return 10
if newgirl[Chr].Legs == "workout pants":
return 10
elif newgirl[Chr].Legs == "skirt":
return 3
elif newgirl[Chr].Legs == "black skirt":
return 3
elif newgirl[Chr].Legs == "split skirt":
return 3
else:
return 0
#if it falls though. . .
return 0
def ClothingCheck(Chr = "Rogue", C = 0):
#This function counts how many items of clothing she has on and returns that number.
if Chr == "Rogue":
if R_Over:
C += 1
if R_Chest:
C += 1
if R_Legs:
C += 1
if HoseNum("Rogue") >= 5:
C += 1
if R_Panties:
C += 1
elif Chr == "Kitty":
if K_Over:
C += 1
if K_Chest:
C += 1
if K_Legs:
C += 1
if HoseNum("Kitty") >= 5:
C += 1
if K_Panties:
C += 1
elif Chr == "Emma":
if E_Over:
C += 1
if E_Chest:
C += 1
if E_Legs:
C += 1
if HoseNum("Emma") >= 5:
C += 1
if E_Panties:
C += 1
elif Chr in ModdedGirls:
if newgirl[Chr].Over:
C += 1
if newgirl[Chr].Chest:
C += 1
if newgirl[Chr].Legs:
C += 1
if HoseNum(Chr) >= 5:
C += 1
if newgirl[Chr].Panties:
C += 1
return C
label GirlLikesGirl(ChrA = "Rogue", ChrB = "Kitty", Modifier = 1, Auto = 0, Jealousy = 0, Ok = 0):
#ChrA is the subject girl, ChrB is the object girl, Modifier is sent as the amount of offense this might cause,
# Jealousy is the temp value for how mad the girl will get
if ChrA == "Rogue": #If the first girl is Rogue
if ChrB == "Kitty": #If the second girl is Kitty
if Auto: #this is a quick return,
$ R_LikeKitty += Modifier
$ R_Lust = Statupdate("Rogue", "Lust", R_Lust, 200, (int(Modifier/5)))
return
#Establishes how jealous Rogue is likely to get
$ Jealousy = (R_Love - 600) if R_Love > 600 else 0 #How much her Love stat is over 600, +0-400
$ Jealousy += 100 if "dating" in R_Traits and "poly kitty" not in R_Traits else 0 #adds Jealousy if not poly with Kitty, +0 or 100
$ Jealousy += R_SEXP if R_Inbt <= 500 else 0 #plus her SexP rating if she has low inhibitions, +0-200
$ Jealousy -= (R_Obed - 250) if R_Obed > 250 else 0 #minus how much her Obed stat is over 250, -0-750
# = result of up to 700 if high love, dating, and low obedience
$ Jealousy = 0 if Jealousy < 1 else Jealousy #Balances it to no less than zero
$ Modifier += 1 if not Jealousy and R_LikeKitty >= 500 else 0 #+ modifier if she doesn't hate Kitty but has no jealousy left
#this is for more nuanced comparisons
if R_LikeKitty >= 900: #If she really likes Kitty, then she is turned on, likes both of you more.
$ R_LikeKitty += Modifier
$ R_Love = Statupdate("Rogue", "Love", R_Love, 80, (int(Modifier/2)))
$ R_Lust = Statupdate("Rogue", "Lust", R_Lust, 200, (int(Modifier/5)))
$ Ok = 2
elif R_LikeKitty >= 800: #If she mostly likes Kitty, an is not super jealous, she likes you both more.
if Jealousy <= 300:
$ R_LikeKitty += Modifier
$ R_Love = Statupdate("Rogue", "Love", R_Love, 80, (int(Modifier/2)))
$ R_Lust = Statupdate("Rogue", "Lust", R_Lust, 200, (int(Modifier/2)))
$ Ok = 2
else:
$ R_LikeKitty -= Modifier
$ R_Lust = Statupdate("Rogue", "Lust", R_Lust, 200, (int(Modifier/5)))
$ Ok = 1
elif R_LikeKitty >= 600: #If she's friends with Kitty, only low jealousy is positive
if Jealousy <= 100:
$ R_LikeKitty += Modifier
$ R_Love = Statupdate("Rogue", "Love", R_Love, 80, (int(Modifier/4)))
$ R_Lust = Statupdate("Rogue", "Lust", R_Lust, 200, (int(Modifier/2)))
$ Ok = 2
elif Jealousy <= 300:
$ R_LikeKitty -= Modifier
$ R_Lust = Statupdate("Rogue", "Lust", R_Lust, 200, (int(Modifier/2)))
$ Ok = 1
else:
$ R_LikeKitty -= (Modifier + (int(Jealousy/50)))
$ R_Love = Statupdate("Rogue", "Love", R_Love, 80, (-(int(Modifier))))
$ R_Lust = Statupdate("Rogue", "Lust", R_Lust, 200, (int(Modifier/5)))
elif R_LikeKitty >= 400: #If she is neutral to Kitty, it's all negative
if Jealousy <= 100:
$ R_LikeKitty -= Modifier
$ Ok = 1
else:
$ R_LikeKitty -= (Modifier + (int(Jealousy/100)))
$ R_Lust = Statupdate("Rogue", "Lust", R_Lust, 200, (int(Modifier/10)))
else: #If she hates Kitty, it's all very negative
$ R_LikeKitty -= (Modifier + (int(Jealousy/50)))
$ R_Lust = Statupdate("Rogue", "Lust", R_Lust, 200, (int(Modifier/10)))
$ R_Inbt = Statupdate("Rogue", "Inbt", R_Inbt, 60, (int(Modifier/10)))
#drops through to the final return
#End Rogue check
elif ChrA == "Kitty":
if ChrB == "Rogue": #If the second girl is Rogue
if Auto: #this is a quick return,
$ K_LikeRogue += Modifier
$ K_Lust = Statupdate("Kitty", "Lust", K_Lust, 200, (int(Modifier/5)))
return
#Establishes how jealous Kitty is likely to get
$ Jealousy = (K_Love - 600) if K_Love > 600 else 0 #How much her Love stat is over 600, +0-400
$ Jealousy += 100 if "dating" in K_Traits and "poly rogue" not in K_Traits else 0 #adds Jealousy if not poly with Rogue, +0 or 100
$ Jealousy += K_SEXP if K_Inbt <= 500 else 0 #plus her SexP rating if she has low inhibitions, +0-200
$ Jealousy -= (K_Obed - 200) if K_Obed > 200 else 0 #minus how much her Obed stat is over 250, -0-750
# = result of up to 700 if high love, dating, and low obedience
$ Jealousy = 0 if Jealousy < 1 else Jealousy #Balances it to no less than zero
$ Modifier += 1 if not Jealousy and K_LikeRogue >= 500 else 0 #+ modifier if she doesn't hate Rogue but has no jealousy left
#this is for more nuanced comparisons
if K_LikeRogue >= 900: #If she really likes Rogue, then she is turned on, likes both of you more.
$ K_LikeRogue += Modifier
$ K_Love = Statupdate("Kitty", "Love", K_Love, 80, (int(Modifier/2)))
$ K_Lust = Statupdate("Kitty", "Lust", K_Lust, 200, (int(Modifier/5)))
$ Ok = 2
elif K_LikeRogue >= 800: #If she mostly likes Rogue, an is not super jealous, she likes you both more.
if Jealousy <= 300:
$ K_LikeRogue += Modifier
$ K_Love = Statupdate("Kitty", "Love", K_Love, 80, (int(Modifier/2)))
$ K_Lust = Statupdate("Kitty", "Lust", K_Lust, 200, (int(Modifier/2)))
$ Ok = 2
else:
$ K_LikeRogue -= Modifier
$ K_Lust = Statupdate("Kitty", "Lust", K_Lust, 200, (int(Modifier/5)))
$ Ok = 1
elif K_LikeRogue >= 600: #If she's friends with Rogue, only low jealousy is positive
if Jealousy <= 100:
$ K_LikeRogue += Modifier
$ K_Love = Statupdate("Kitty", "Love", K_Love, 80, (int(Modifier/4)))
$ K_Lust = Statupdate("Kitty", "Lust", K_Lust, 200, (int(Modifier/2)))
$ Ok = 2
elif Jealousy <= 300:
$ K_LikeRogue -= Modifier
$ K_Lust = Statupdate("Kitty", "Lust", K_Lust, 200, (int(Modifier/2)))
$ Ok = 1
else:
$ K_LikeRogue -= (Modifier + (int(Jealousy/50)))
$ K_Love = Statupdate("Kitty", "Love", K_Love, 80, (-(int(Modifier))))
$ K_Lust = Statupdate("Kitty", "Lust", K_Lust, 200, (int(Modifier/5)))
elif K_LikeRogue >= 400: #If she is neutral to Rogue, it's all negative
if Jealousy <= 100:
$ K_LikeRogue -= Modifier
$ Ok = 1
else:
$ K_LikeRogue -= (Modifier + (int(Jealousy/100)))
$ K_Lust = Statupdate("Kitty", "Lust", K_Lust, 200, (int(Modifier/10)))
else: #If she hates Rogue, it's all very negative
$ K_LikeRogue -= (Modifier + (int(Jealousy/50)))
$ K_Lust = Statupdate("Kitty", "Lust", K_Lust, 200, (int(Modifier/10)))
$ K_Inbt = Statupdate("Kitty", "Inbt", K_Inbt, 60, (int(Modifier/10)))
#drops through to the final return
#End Kitty check
return Ok
label GirlWaitAttract(Local=0,Teach=0,D20=0):
#This adjusts girl's liking each other based on shared activities
#Local =1 only checks if they are in the room with you.
$ D20 = renpy.random.randint(0, 1)
if E_Loc == "bg teacher":
$ E_Loc == "bg classroom" #Sets Emma to being in class if she's teaching
$ Teach = 1
if R_Loc == K_Loc:
#This adjusts how much Rogue and Kitty like each other if they are in the same room
if not Local or R_Loc == bg_current:
if R_Loc == "bg classroom":
$ R_LikeKitty += 1 if R_LikeKitty <= 70 else 0
$ K_LikeRogue += 1 if K_LikeRogue <= 70 else 0
elif R_Loc == "bg dangerroom":
$ R_LikeKitty += (1+D20) if R_LikeKitty <= 70 else 0
$ K_LikeRogue += (1+D20) if K_LikeRogue <= 70 else 0
elif R_Loc == "bg showerroom":
$ R_LikeKitty += 2 if R_LikeKitty <= 90 else 0
$ K_LikeRogue += 2 if K_LikeRogue <= 90 else 0
else:
$ R_LikeKitty += D20 if R_LikeKitty <= 70 else 0
$ K_LikeRogue += D20 if K_LikeRogue <= 70 else 0
$ R_LikeKitty += (int(K_Shame/5)) if R_LikeKitty >= 70 else 0 #Rogue likes Kitty based on how slutty Kitty looks
$ K_LikeRogue += (int(R_Shame/5)) if K_LikeRogue >= 70 else 0 #Kitty likes Rogue based on how slutty Rogue looks
if R_Loc == E_Loc:
#This adjusts how much Rogue and Emma like each other if they are in the same room
if not Local or R_Loc == bg_current:
if R_Loc == "bg classroom":
$ R_LikeEmma += 1 if R_LikeEmma <= 70 else 0
$ E_LikeRogue += 1 if E_LikeRogue <= 70 else 0
elif R_Loc == "bg dangerroom":
$ R_LikeEmma += (1+D20) if R_LikeEmma <= 70 else 0
$ E_LikeRogue += (1+D20) if E_LikeRogue <= 70 else 0
elif R_Loc == "bg showerroom":
$ R_LikeEmma += 2 if R_LikeEmma <= 90 else 0
$ E_LikeRogue += 3 if E_LikeRogue <= 90 else 0
else:
$ R_LikeEmma += D20 if R_LikeEmma <= 70 else 0
$ E_LikeRogue += D20 if E_LikeRogue <= 70 else 0
$ R_LikeEmma += (int(E_Shame/5)) if R_LikeEmma >= 70 else 0 #Rogue likes Emma based on how slutty Emma looks
$ E_LikeRogue += (int(R_Shame/4)) if E_LikeRogue >= 70 else 0 #Emma likes Rogue based on how slutty Rogue looks
if K_Loc == E_Loc:
#this adjusts how much Kitty and Emma like each other if they are in the same room
if not Local or K_Loc == bg_current:
if K_Loc == "bg classroom":
$ K_LikeEmma += 1 if K_LikeEmma <= 70 else 0
$ E_LikeKitty += 1 if E_LikeKitty <= 70 else 0
elif K_Loc == "bg dangerroom":
$ K_LikeEmma += (1+D20) if K_LikeEmma <= 70 else 0
$ E_LikeKitty += (1+D20) if E_LikeKitty <= 70 else 0
elif K_Loc == "bg showerroom":
$ K_LikeEmma += 2 if K_LikeEmma <= 90 else 0
$ E_LikeKitty += 3 if E_LikeKitty <= 90 else 0
else:
$ K_LikeEmma += D20 if K_LikeEmma <= 70 else 0
$ E_LikeKitty += D20 if E_LikeKitty <= 70 else 0
$ K_LikeEmma += (int(E_Shame/5)) if K_LikeEmma >= 70 else 0 #Kitty likes Emma based on how slutty Emma looks
$ E_LikeKitty += (int(K_Shame/4)) if E_LikeKitty >= 70 else 0 #Emma likes Kitty based on how slutty Kitty looks
if Teach:
$ E_Loc == "bg teacher" #Sets Emma to being a teacher again
return
label Faces(Character="All"):
#This sets a default face for the girl
if Character == "Rogue" or Character == "All":
if R_Lust >= 50 and ApprovalCheck("Rogue", 1200):
$ R_Emote = "sexy"
elif R_Addict > 75:
$ R_Emote = "manic"
elif R_Love >= R_Obed and R_Love >= 500:
$ R_Emote = "smile"
elif R_Inbt >= R_Obed and R_Inbt >= 500:
$ R_Emote = "smile"
elif R_Addict > 50:
$ R_Emote = "manic"
elif (R_Love + R_Obed) < 300:
$ R_Emote = "angry"
else:
$ R_Emote = "normal"
call RogueFace from _call_RogueFace_256
if Character == "Kitty" or Character == "All":
if K_Lust >= 50 and ApprovalCheck("Kitty", 1200):
$ K_Emote = "sexy"
elif K_Addict > 75:
$ K_Emote = "manic"
elif K_Love >= K_Obed and K_Love >= 500:
$ K_Emote = "smile"
elif K_Inbt >= K_Obed and K_Inbt >= 500:
$ K_Emote = "smile"
elif K_Addict > 50:
$ K_Emote = "manic"
elif (K_Love + K_Obed) < 300:
$ K_Emote = "angry"
else:
$ K_Emote = "normal"
call KittyFace from _call_KittyFace_248
if Character == "Emma" or Character == "All":
if E_Lust >= 50 and ApprovalCheck("Emma", 1000):
$ E_Emote = "sexy"
elif E_Addict > 75:
$ E_Emote = "manic"
elif E_Love >= E_Obed and E_Love >= 500:
$ E_Emote = "smile"
elif E_Inbt >= E_Obed and E_Inbt >= 500:
$ E_Emote = "smile"
elif E_Addict > 50:
$ E_Emote = "manic"
elif (E_Love + E_Obed) < 300:
$ E_Emote = "angry"
else:
$ E_Emote = "normal"
call EmmaFace from _call_EmmaFace_440
if Character in ModdedGirls:
if newgirl[Character].Lust >= 50 and ApprovalCheck(Character, 1000):
$ newgirl[Character].Emote = "sexy"
elif newgirl[Character].Addict > 75:
$ newgirl[Character].Emote = "manic"
elif newgirl[Character].Love >= newgirl[Character].Obed and newgirl[Character].Love >= 500:
$ newgirl[Character].Emote = "smile"
elif newgirl[Character].Inbt >= newgirl[Character].Obed and newgirl[Character].Inbt >= 500:
$ newgirl[Character].Emote = "smile"
elif newgirl[Character].Addict > 50:
$ newgirl[Character].Emote = "manic"
elif (newgirl[Character].Love + newgirl[Character].Obed) < 300:
$ newgirl[Character].Emote = "angry"
else:
$ newgirl[Character].Emote = "normal"
call NewGirl_Face("Mystique") from _call_NewGirl_Face_330
if Character == "All":
$ allgirls = 0
while allgirls < len(ModdedGirls):
if newgirl[ModdedGirls[allgirls]].Lust >= 50 and ApprovalCheck(ModdedGirls[allgirls], 1000):
$ newgirl[ModdedGirls[allgirls]].Emote = "sexy"
elif newgirl[ModdedGirls[allgirls]].Addict > 75:
$ newgirl[ModdedGirls[allgirls]].Emote = "manic"
elif newgirl[ModdedGirls[allgirls]].Love >= newgirl[ModdedGirls[allgirls]].Obed and newgirl[ModdedGirls[allgirls]].Love >= 500:
$ newgirl[ModdedGirls[allgirls]].Emote = "smile"
elif newgirl[ModdedGirls[allgirls]].Inbt >= newgirl[ModdedGirls[allgirls]].Obed and newgirl[ModdedGirls[allgirls]].Inbt >= 500:
$ newgirl[ModdedGirls[allgirls]].Emote = "smile"
elif newgirl[ModdedGirls[allgirls]].Addict > 50:
$ newgirl[ModdedGirls[allgirls]].Emote = "manic"
elif (newgirl[ModdedGirls[allgirls]].Love + newgirl[ModdedGirls[allgirls]].Obed) < 300:
$ newgirl[ModdedGirls[allgirls]].Emote = "angry"
else:
$ newgirl[ModdedGirls[allgirls]].Emote = "normal"
call NewGirl_Face(ModdedGirls[allgirls]) from _call_NewGirl_Face_331
$ allgirls += 1
return
# to remove words from the daily/recent lists , ie call DrainWord("Rogue","sex",1,0)
label DrainWord(Character = "Rogue", Word = "word", Recent = 1, Daily = 1):
if Character == "Kitty" or Character == "All":
if Word == "around" and Word in K_Traits:
while Word in K_Traits:
$ K_Traits.remove(Word)