forked from Cavemanon/SnootGame
deduplicate large segment of script at the start of prom night, tweak leadup scripts to transition smoothly, remove soulful-but-redundant error handling block in storyline
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@@ -21,44 +21,34 @@ label storyline:
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call chapter_9
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call chapter_10
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call chapter_11
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#Ending Deciding
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call get_ending
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if _return == 4:
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call chapter_11D
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call chapter_12D
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call chapter_13
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call chapter_13D
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call chapter_14D
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elif _return == 3:
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$ tradwife = True
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call chapter_11C
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call chapter_12C
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call chapter_13
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call chapter_13C
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call chapter_14C
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elif _return == 2:
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call chapter_11B
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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
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call chapter_14B
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elif _return == 1:
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else:
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call chapter_11A
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call chapter_12A
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call chapter_13
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call chapter_13A
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call chapter_14A
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$ ending_image()
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$ renpy.quit()
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else: # this block is redundant since we should never hit it
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#>>ERROR HANDLING OH SWEET BABY JESUS SHIT HIT THE FAN
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St "FUCK FUCK FUCK FUCK"
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A "What?"
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St "Some dipshit developer made broken code and this is the error handling message..."
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A "What?"
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St "Basically the if/else statement that handles this shit has failed at catching the score, and someone fucked up."
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A "Shit... what does that mean?"
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St "Well... the games broken and will end soon"
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A "Does this mean that the 3 fucks speedrunning have an easy way to beat the game?"
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St "Yes, but you have to have something wrong with you to speedrun a visual novel beta"
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"/dev/non" "well shit. Please do report this bug and all the choices you made that lead to this point. Something fucked up real bad"
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#just liek maek gaem
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$ ending_image()
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call .ending
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return
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@@ -73,7 +63,7 @@ label .ending:
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if tradwife:
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scene c10 with fade
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pause 20
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if anonscore >= 4 and fangscore >= 4:
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elif anonscore >= 4 and fangscore >= 4:
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scene ending_d_cg with fade
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pause 20
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return
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