This is generated automatically through code analysis and may include mistakes. For the interactive version of this tool, which looks at your latest savegame to hint the next see the walkthrough tool here.
Noriko love greater than or equal to 10
Event Mouthjob (Noriko) is completed)
Event Terms & Conditions (Kirin) is completed)
Kind Of, Yes. Kind Of, No. for more details.
File: (install folder)\game\Dorm2Events.rpy
Code:
...
label norikodorm10:
play sound "knock.mp3"
stop music fadeout 10.0
"I knock on Noriko’s door and wait for her to answer."
"I already know she works late most nights, so I won’t be surprised if she’s out."
"But, since my luck always seems to be at least mildly good, I think the chances of us being able to spend some time alone together tonight are pretty solid."
n "Come in!"
"And so it appears that my mildly good luck prevails once more."
scene black
with dissolve
play sound "dooropen.mp3"
play music "wewereangels.mp3"
"I push open the door to find that the typically fruity smell of the room has vanished. "
"Today it’s something more like...laundry detergent."
if bonus == True:
jump norikounderx
else:
s "Oh, wow. You're doing laundry."
n "Yup! Mind lending me a hand, Sensei?"
s "Sure thing, buddy."
"I help Noriko folder her laundry and then go immediately home."
"I find 500 yen in one of her pockets and keep it to myself to invest it in Shiba Inu."
"I am going to be rich."
$ renpy.end_replay()
$ noriko_love += 1
$ norikodorm10 = True
stop music fadeout 5.0
"{i}Noriko’s affection has increased to [noriko_love]!{/i}"
"………"
"……"
"…"
if day >= 6:
jump endofsat
else:
jump endofweekday
label norikodorm25:
...
File: (install folder)\game\Dorm2Events.rpy
Code:
...
label norikodorm:
if noriko_love >= 5 and kirindorm10 == True and convenience1 == True and norikodorm5 == False:
jump norikodorm5
if noriko_love >= 10 and convenience5 == True and kirindorm20 == True and norikodorm10 == False:
jump norikodorm10
...