replace with enums
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@ -449,7 +449,7 @@ label chapter_11:
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# Doomer ending skips this segment
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call get_ending from _call_get_ending
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if _return == ENDING_DOOMER:
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if _return == Endings.Doomer:
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stop music fadeout 3
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pause 2
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jump lPromAnnouncement
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@ -586,9 +586,9 @@ label chapter_11:
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pause .5
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call get_ending from _call_get_ending_1
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if _return == ENDING_GOLDEN:
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if _return == Endings.Golden:
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jump lSortingThings
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elif _return == ENDING_TRADWIFE:
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elif _return == Endings.Tradwife:
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jump lMendingThings
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else:
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jump lBreakingThings # All else fails, go to shooter.
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@ -5212,7 +5212,7 @@ label chapter_11:
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pause .5
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call get_ending from _call_get_ending_2
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if _return == ENDING_TRADWIFE:
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if _return == Endings.Tradwife:
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"Things are going pretty well. When we discount Trish’s weekly attempt to talk with Fang."
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@ -5467,7 +5467,7 @@ label chapter_11:
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"{cps=*.1}...{/cps}"
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call get_ending from _call_get_ending_3
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if _return == ENDING_SHOOTER:
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if _return == Endings.Shooter:
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jump chapter_11A
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return
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@ -219,7 +219,7 @@ image d_credits_text = Composite(
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label lending:
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call get_ending from _call_get_ending_4
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$ cached_ending = _return # un-necessary to call this so many times
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if cached_ending == ENDING_GOLDEN:
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if cached_ending == Endings.Golden:
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pause 0.5
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show snootgame_big with dissolve: # Renpy not allowing you to grab images from the gui folder is serious bullshit
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subpixel True
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@ -249,7 +249,7 @@ label lending:
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pause 50
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queue music 'audio/OST/amberlight brillance live end.ogg'
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queue music "<silence 1.0>" loop
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elif cached_ending == ENDING_TRADWIFE:
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elif cached_ending == Endings.Tradwife:
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play music "audio/OST/Dino Destiny Reader.ogg"
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pause 0.5
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show c_credits_text:
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@ -281,12 +281,12 @@ label lending:
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stop music fadeout 5
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scene black with Dissolve(3)
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pause 2
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if cached_ending == ENDING_TRADWIFE:
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if cached_ending == Endings.Tradwife:
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scene c10 with Dissolve(1.5)
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pause 20
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scene black with Dissolve(2)
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pause 1
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elif cached_ending == ENDING_GOLDEN:
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elif cached_ending == Endings.Golden:
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scene golden ending with Dissolve(1.5)
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pause 20
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scene black with Dissolve(2)
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@ -23,26 +23,26 @@ label storyline:
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call chapter_10 from _call_chapter_10
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call chapter_11 from _call_chapter_11
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call get_ending from _call_get_ending_5
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if _return == ENDING_GOLDEN:
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if _return == Endings.Golden:
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call chapter_11D from _call_chapter_11D
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call chapter_12D from _call_chapter_12D
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call chapter_12_5D from _call_chapter_12_5D
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call chapter_13D from _call_chapter_13D
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call chapter_14D from _call_chapter_14D
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elif _return == ENDING_TRADWIFE:
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elif _return == Endings.Tradwife:
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$ tradwife = True
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call chapter_11C from _call_chapter_11C
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call chapter_12C from _call_chapter_12C
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call chapter_12_5C from _call_chapter_12_5C
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call chapter_13C from _call_chapter_13C
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call chapter_14C from _call_chapter_14C
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elif _return == ENDING_DOOMER:
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elif _return == Endings.Doomer:
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call chapter_11B from _call_chapter_11B
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call chapter_12B from _call_chapter_12B
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# no chapter_13 here since the scene is different enough to the other routes for everything to go into 13C
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call chapter_13B from _call_chapter_13B
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call chapter_14B from _call_chapter_14B
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else: # ENDING_SHOOTER
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else: # Endings.Shooter
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call chapter_11A from _call_chapter_11A
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call chapter_12A from _call_chapter_12A
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call chapter_12_5D from _call_chapter_12_5D_1
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@ -1,11 +1,14 @@
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## Utility functions for game setup, debugging etc.
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init python:
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from enum import Enum
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# Create compile-time macros to more easily track what ending goes to what without the need for magic numbers or strings that can be mistyped
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ENDING_GOLDEN = "golden"
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ENDING_TRADWIFE = "tradwife"
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ENDING_DOOMER = "doomer"
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ENDING_SHOOTER = "shooter"
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class Endings(Enum):
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Shooter = 0
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Doomer = 1
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Tradwife = 2
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Golden = 3
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label initstats(anon=0, fang=0, trad=False):
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# Sets various game-related global variables
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@ -21,10 +24,10 @@ label get_ending:
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# To check what ending we're getting, call this label and then check the value of _return
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# Sensible to have this logic defined in only one place for consistency
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if anonscore >= 4 and fangscore >= 4 and wingStory:
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return(ENDING_GOLDEN)
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return(Endings.Golden)
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elif anonscore >= 3 and fangscore <=4:
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return(ENDING_TRADWIFE)
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return(Endings.Tradwife)
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elif anonscore <= 3 and fangscore >=3:
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return(ENDING_DOOMER)
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return(Endings.Doomer)
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else:
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return(ENDING_SHOOTER)
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return(Endings.Shooter)
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