Bug fixes
* Fixed inconsistent spacing * Fixed inconsistent state var access
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908beae5d3
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@ -273,10 +273,10 @@ image ch_gen dick_out:
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"characters/genie/chibis/jerk_off/dick_out.webp"
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image ch_gen dick_out_normal:
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"characters/genie/chibis/jerk_off/dick_out_normal.webp"
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"characters/genie/chibis/jerk_off/dick_out_normal.webp"
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image ch_gen dick_out_shocked:
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"characters/genie/chibis/jerk_off/dick_out_shocked.webp"
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"characters/genie/chibis/jerk_off/dick_out_shocked.webp"
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# Masturbating while standing
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#TODO Genie's standing jerk off chibis don't stand level with the others. Fix this and check/correct relevant events
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@ -813,7 +813,7 @@ label cc_pf_strip_T2_intro_E3:
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cho @ cheeks blush "Does Granger do these sorts of things for you too?" ("soft", "base", "worried", "mid")
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# Remove skirt.
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# Remove skirt.
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if cho.is_worn("bottom"):
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play sound "sounds/cloth_sound3.ogg"
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hide cho_main
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@ -13,20 +13,20 @@ label tentacle_scene_intro:
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$ d_flag_03 = False
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label .spell:
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if d_flag_01 and d_flag_02 and d_flag_03:
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jump .after_spell
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jump .after_spell
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menu:
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"\"Open Sesame!\"" if not d_flag_01:
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$ d_flag_01 = True
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gen "...{w=0.8} Guess not..." ("base", xpos="far_left", ypos="head")
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jump .spell
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"\"Hocus Pocus!\"" if not d_flag_02:
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$ d_flag_02 = True
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gen "...{w=0.8} Damn..." ("base", xpos="far_left", ypos="head")
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jump .spell
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"\"Abracadabra!\"" if not d_flag_03:
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$ d_flag_03 = True
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gen "...{w=0.8} ..." ("base", xpos="far_left", ypos="head")
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jump .spell
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"\"Open Sesame!\"" if not d_flag_01:
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$ d_flag_01 = True
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gen "...{w=0.8} Guess not..." ("base", xpos="far_left", ypos="head")
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jump .spell
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"\"Hocus Pocus!\"" if not d_flag_02:
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$ d_flag_02 = True
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gen "...{w=0.8} Damn..." ("base", xpos="far_left", ypos="head")
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jump .spell
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"\"Abracadabra!\"" if not d_flag_03:
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$ d_flag_03 = True
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gen "...{w=0.8} ..." ("base", xpos="far_left", ypos="head")
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jump .spell
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label .after_spell:
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gen "Work, you stupid scroll, or I'll throw you in the fire!" ("angry", xpos="far_left", ypos="head")
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@ -611,8 +611,8 @@ label snape_intro_E4:
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sna "......................." ("snape_01")
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sna "Yeah, right..." ("snape_01")
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"\"I don't have a brother, Severus.\"":
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sna "........................" ("snape_01")
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sna "You may not have one, but the real Albus Dumbledore does." ("snape_01")
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sna "........................" ("snape_01")
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sna "You may not have one, but the real Albus Dumbledore does." ("snape_01")
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"-Use magic to get the right answer-":
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nar "You use your phenomenal cosmic powers to peek into the very fabric of the universe and get the correct answer."
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gen "My little brother Aberforth? Why would I miss him?" ("base", xpos="far_left", ypos="head")
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@ -640,8 +640,8 @@ label snape_intro_E4:
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"\"A week or so...\"":
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sna "*Hmm*.... A week, huh..." ("snape_01")
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"\"Could be months...\"":
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sna "That long?" ("snape_01")
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sna "Now isn't that just \"perfect\"?" ("snape_01")
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sna "That long?" ("snape_01")
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sna "Now isn't that just \"perfect\"?" ("snape_01")
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"\"I have no clue...\"":
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sna "....................." ("snape_01")
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sna "Splendid..." ("snape_31")
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@ -81,13 +81,13 @@ init -1 python:
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Actions are defined in the `actions` dict as a tuple: (special, transform, move_action|loop_time).
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* `special` (bool) specifies whether layer images should come from a folder with the same name as the action.
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This can be useful to prevent repetitive code in update callbacks.
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This can be useful to prevent repetitive code in update callbacks.
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* `transform` (string) is the name of the transform that is used for this action.
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It will be combined with a base transform.
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It will be combined with a base transform.
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* `move_action` (string) if set, it's the action that will be used when the chibi starts moving after the current action.
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It should not be set for move actions.
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It should not be set for move actions.
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* `loop_time` (float) if set, it's the time in seconds for one animation loop of this action. Used to calculate movement time.
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It should only be set for move actions. Set to zero to disable time adjustments.
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It should only be set for move actions. Set to zero to disable time adjustments.
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Layers:
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A chibi is made up of one or more named layers. These are cleared on update and should be set by a callback function.
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@ -95,7 +95,7 @@ init -1 python:
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* A layer can be set to either a filename or any kind of displayable.
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* When setting an image filename, this class will look for it in `image_path` (or `image_path/action` if the action is special).
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* Adding `~` as a prefix to a filename will ignore the special action folder.
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This can be useful for images that are compatible with multiple actions.
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This can be useful for images that are compatible with multiple actions.
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* Layers are updated whenever the action changes by calling `update_callback`, which is expected to set the layers again.
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"""
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@ -348,7 +348,7 @@ label ball_ending_E1:
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play music "music/Plaint.ogg" fadein 1 fadeout 1 #SAD CREDITS MUSIC. if_changed
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centered """{size=+7}{color=#cbcbcb}Congratulations on completing the game!{/color}{/size}\n\n
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{size=+5}{color=#cbcbcb}This is ending \"00\" out of \"02\".{/color}{/size}{#LINT_IGNORE}"""
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{size=+5}{color=#cbcbcb}This is ending \"00\" out of \"02\".{/color}{/size}{#LINT_IGNORE}"""
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centered "{size=+7}{color=#cbcbcb}Thank you for playing!{/color}{/size}\n\n{#LINT_IGNORE}"
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@ -2,7 +2,7 @@ init python:
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class Parcel(object):
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"""
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contents - Contents of the parcel, has to be a list of tuples
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containing an item object and integer quantity [ (lollipop_ITEM, 5) ].
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containing an item object and integer quantity [ (lollipop_ITEM, 5) ].
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wait - Wait time required for the item to be delivered.
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label - Call label called after the parcel was opened.
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func - A setup function called before the parcel contents is being shown to the player.
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@ -79,8 +79,8 @@ label start_dev:
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states.paperwork_unlocked = True
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store.states.lun.ev.intro.e1_complete = True
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store.states.lun.ev.intro.e2_complete = True
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states.lun.ev.intro.e1_complete = True
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states.lun.ev.intro.e2_complete = True
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for i in mirror.items:
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i.unlocked = True
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@ -297,7 +297,7 @@ init -100 python:
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for slot in cls.__dict__.get("__slots__", ()):
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if slot.startswith("__") and not slot.endswith("__"):
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raise ValueError("slotted_object __slots__ can not be mangled. "
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"If you need it, mangle it by yourself.")
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"If you need it, mangle it by yourself.")
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def _clean(self):
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rv = object.__reduce_ex__(self, 2)[2]
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