init 900 python: initial_mod( # Initializing a modification "Example mod", # Name modification "1.00b", # Version your modification "your description", # Description your modification "your links") # Links your modification. Any: telegram, patreon etc item_for_mod = 0 # Variable for func add_item( # A function for adding your own items to the game 'Item for mod', # Item name. This name will be displayed in the inventory. 'item_for_mod', # Variable name. This parameter is responsible for the quantity of the item. Before you enter something here, make a variable declaration in the init block and equate it to an integer. If the value of the variable is greater than zero, it will be displayed in the inventory. 'label_for_mod', # Label name. The place where the player will be thrown when clicking on an item in the inventory. 0.2, # Heft item. 'Description', # Description of the item displayed at the bottom of the screen in the inventory. 1000, # Cost item. The cost of goods in stores. 0) # The presence of goods in stores. If it is equal to 0, it will not be anywhere. To 1 - he will appear in the grocery store. To 2 - in the online store. To 3 - in the online store and grocery store. check_ivent( # A function for adding your own events to the game "item_for_mod == 1 and location_gg == 'park'", # Conditions under which moving to label occurs 'label_for_mod') # The name of the label to which the transfer takes moving label_in_world_map( # A function that add mark on city map name_location="Example", # name your location location='park1', # label your location where you will be moved after click xpos='689', # xpos your mark on city map ypos='700', # ypos your mark on city map rgb_label='000', # rgb your mark on city map label_icon='forest', # appearance your mark on city map. All list - academy, beach, factory, forest, gym, home, hospital, hotel, key, label, library, park, realtory, tc, temple backgrounds=["backgrounds/location/forest_n.jpeg", "backgrounds/location/forest_ev.jpeg", "backgrounds/location/forest_ut.jpeg"], # backgrounds your mark on city map where player hover it desc=_('An urban park area where, as they say, you can even find a couple of corpses...'), # description your mark location_npc=[], # how much rnpcs in location. If your location have many sublocation, just enter here their label hour1=0, # time to open location hour2=0 # time to close location ) def_editor_in_hour1_hour('for_mod') # Initializing function that will be performed every in-game hour of the game def for_mod(): # A function that will be performed every in-game hour of the game global item_for_mod if item_for_mod >= 1: item_for_mod = 0 add_button_in_activity_category( # Function adding location interaction 'Slap yourself!', # Name location interaction 'label_for_modbutton', # Label, where MC will be transferred when you click on the location interaction button ['park'] # Locations where the button will be shown. General list of locations: 'school_class3', 'school_class2', 'school_class1', 'join_school', 'corridor_school', 'roof', 'canteen', 'pool', 'library', 'stadium', 'women_room', 'park', 'shopping_center', 'beach', 'temple', 'city_library', 'cafe', 'product_magazine', 'shopping_center', 'clothing_store' ) add_button_in_locations_category( # A function that add locations 'Brothel!', # Name locations 'label_for_modlocations', # Label, where MC will be transferred when you click on the locations button ['park'] # Locations where the button will be shown. General list of locations: 'school_class3', 'school_class2', 'school_class1', 'join_school', 'corridor_school', 'roof', 'canteen', 'pool', 'library', 'stadium', 'women_room', 'park', 'shopping_center', 'beach', 'temple', 'city_library', 'cafe', 'product_magazine', 'shopping_center', 'clothing_store' ) check_ivent_with_npcs( # A function that add events with RNPCs with condition "eval(npc_id)['location_npc'] == location_gg and eval(npc_id)['exposure_dialoge'] >= 80 and eval(npc_id)['location_npc'] in location_school_list and eval(npc_id)['contact_npc'] >= 0 and renpy.random.randint(1, 100) >= 98 and no_dialoge == 0", # condition for receive event 'class_event_2' # label where player will be move ) add_new_clothes( # A function that add new clothes for male/female RNPCs 'School Set', # Name clothes in the game 'school_set_for_modification', # Name of variable for clothes (any variable which you wanna, it's for system) 'female', # Gender RNPC who will be wear it. Available female. Only female right now. 'character/npc/new/clothes/skirts/', # Path to the lower part of the clothes in game folder (if your file containts in according folder, it's modifications/...) - skirts or something like that. May be 'no', if your clothes set doesn't have it ['skirts_big.png'], # Name with png to the lower part of the clothes - skirts or something like that. May be 'no', if your clothes set doesn't have it. After composing path it's put in in general path, to game have it 'character/npc/new/clothes/top/shirt/', # Path to the top part of the clothes in game folder (if your file containts in according folder, it's modifications/...) - skirts or something like that. May be 'no', if your clothes set doesn't have it ['shirt.png'], # Name with png to the top part of the clothes - blouse or something like that. May be 'no', if your clothes set doesn't have it. After composing path it's put in in general path, to game have it ['path_clothes'], # Which part clothes will be ahead - lower or top. If top - use path_clothes, otherwise path_clothes1. [120] # Depravity list. Your name png may contains list with other PNG. Via it you can create set clothes, which will be change in dependent depravity RNPCs ) add_new_panties( # A function that add panties for female RNPCs 'character/npc/new/clothes/pantsu/pantsu14.png' # Path to this ) add_new_swimsuit( # A function that add your swimsuit for female RNPCs 'character/npc/new/clothes/swimsuit/', # Path to this 'swimsuit18.png' # Name file with extension ) add_new_brassiere( # A function that add your brassiere for female RNPCs 'character/npc/new/clothes/brassiere/small_tits/brassiere15.png', # Quick link to your bra. Necessary with 'small_tits' in path. 'brassiere15.png', # Name file with extension 'character/npc/new/clothes/pantsu/pantsu14.png' # Path to panties which suit for bra. May be just 'no' ) add_new_golfs( # A function that add your golfs for female RNPCs 'character/npc/new/clothes/stockings/golfs.png' # Path to your golfs ) label label_for_modbutton: "This text for mod!" jump check_location label label_for_mod: "This text for mod" jump check_location label label_for_modlocations: hide screen backgrounds_ivent hide screen npc_apperance121 hide screen npc_apperance if hour <= 3: scene image "backgrounds/location/park/3.jpg" elif hour <= 7: scene image "backgrounds/location/park/2.jpg" elif hour <= 16: scene image "backgrounds/location/park/1.jpg" elif hour <= 19: scene image "backgrounds/location/park/2.jpg" elif hour <= 25: scene image "backgrounds/location/park/3.jpg" $ gg = 10001 $ location_npc = int(0) $ animation_stop = 1 $ npc_list = [] $ npc_location_gg = 0 $ npc_list_contact = [] if dialoge >= 5 or dialoge == 0: $ dialoge = 1 $ location_gg = location_gg_for_mod python: renpy.call_in_new_context('npc_proschet') hide screen backgrounds_ivent call screen screen_for_modlocations screen screen_for_modlocations: if hour <= 3: add "backgrounds/location/park/3.jpg" elif hour <= 7: add "backgrounds/location/park/2.jpg" elif hour <= 16: add "backgrounds/location/park/1.jpg" elif hour <= 19: add "backgrounds/location/park/2.jpg" elif hour <= 25: add "backgrounds/location/park/3.jpg" add "gui/system/menu.png" use z_npc add "gui/system/podlozhka.png" if dialoge >= 5 and dialoge == 0: $ dialoge = 1 if dialoge == 1: use dialoge1 elif dialoge == 2: vpgrid: cols 1 rows 3 spacing -263 xpos 1525 ypos 774 xysize (400, 300) child_size (380, 310) draggable True mousewheel True arrowkeys True use oz_time elif dialoge == 3: vpgrid: cols 1 rows 1 spacing -263 xpos 1525 ypos 774 xysize (400, 300) child_size (380, 310) draggable True mousewheel True arrowkeys True use mod_locations use favorite_menu use sorted use screen_main_osn use time_phone