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I'm back to bug you again because you are so much more helpful and I don't feel the need to be cloak and dagger about my intentions when trying..." name="description"/>
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I'm back to bug you again because you are so much more helpful and I don't feel the need to be cloak and dagger about my intentions when trying to get something figured out.

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The main reason I am here right now is actually a weirder one I..." property="og:description"/>
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I'm back to bug you again because you are so much more helpful and I don't feel the need to be cloak and dagger about my intentions when trying to get something figured out.

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              Character Locator
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                     Hey Guys!
                     <br/>
                     <br/>
                     I'm back to bug you again because you are so much more helpful and I don't feel the need to be cloak and dagger about my intentions when trying to get something figured out.
                     <br/>
                     <br/>
                     An update on my game if you are interested;
                     <br/>
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                         Things have been going super well so far, I have 3 characters rendered for basic scenes a crapload of art in the works, a majority of my mechanics figured out can't thank
                         <a class="username" data-user-id="63812" data-username="@anne O'nymous" data-xf-init="member-tooltip" href="https://f95zone.to/members/63812/">
                          @anne O'nymous
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                         enough for helping me with my big breakthru on time mechanic and inspiring me to write my next few classes from scratch rather than trying to cobble multiple things I didn't write myself or test together and trying to interpret why they aren't working.
                         <br/>
                         <br/>
                         My development is actually going pretty well, need to work on some displayables and make artistic decisions regarding things like interface, main character stuff, how much of a pain in the ass I want to be about navigation, difficulty, etc. I hope to actually have a tech demo with stuff for you guys to test in a while see how you like it.
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                     <br/>
                     The main reason I am here right now is actually a weirder one I can't seem to find any good examples of. I wanted to get a "character tracker" thrown together to make my life easier. Now that I am writing this I feel like there is a few examples out there but not any I can think of. Basically I want to create a way to track who is where and when. I have the time thing all figured out and a whole list of locations, but I wanted a way to track what character is where at what time.
                     <br/>
                     <br/>
                     The best example is when I write a scene, in this case the character accessing his computer, where the options are dependent on who is available to the mc I wanted a way for the game to know who should be available when or where they are. When I was writing the idea I made a static schedule that each character follows each week, I may switch it up a bit so that its not identical each week but basically in this case with the computer, I want the game to know if a character is online so I am not writing a boatload of if statements for each and every scene. I have 7 characters that are all available at different times in different locations.
                     <br/>
                     <br/>
                     In this first demo I am using the character "C" and you can only manipulate certain stats when she is at her computer. I would like if the game knew where she was because on Monday in the morning she might be at her desk where the mc has access to her but Tuesday morning she might be running errands. So I want to be able to create something that is aware of what she is up to so instead of a plethora of if statements for every single day on every single label I can simply say "is C is present at x location? if show option a, if no then make option a unavailable" This way If she is at her pc in the morning the option is available ther and if not I want the mc to more or less have the option to get up go to another location and if she is present there the appropriate option is given.
                     <br/>
                     <br/>
                     I am not asking someone to provide me a code that will do this (though I won't object) but more of a way to approach building this out. I have 7 planned characters and would like a way to plug in where they are and when so that I am not doing huge arrays of if statements for each label pertaining to each time of day at each location for each character for obvious reasons. Any suggestions would be totally awesome and will help get this out sooner so I can give you guys something. As always much appreciated and sorry for my winded-ness.
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                     It sounds to me like you want a basic set of methods/functions, which is always a good idea regardless. In Ren'py that will often just be a label with a return statement at the end. You
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                      call
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                     this label then check its return value after it's done. This way you can place all your logic inside that single label. The label can check anything you can think of, and the only thing you need to do later is to call it.
                     <br/>
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                     I do a similar thing in my own game. Certain characters may be in specific locations at various times of the day/week. Every time I update the time of day I run through a label (like described above) and set a variable that quickly tells me if that character is available in a specific location. That way I only have to write the character's "AI" once, but can refer to the results as often as I like.
                     <br/>
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                     The basic thing to keep in mind is this: Don't rewrite code. Use every opportunity to centralize code you use often in a separate label. This not only makes your code easier to read, but it also reduces the risk of bugs considerably.
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                        Belle said:
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                        It sounds to me like you want a basic set of methods/functions, which is always a good idea regardless. In Ren'py that will often just be a label with a return statement at the end. You
                        <i>
                         call
                        </i>
                        this label then check its return value after it's done. This way you can place all your logic inside that single label. The label can check anything you can think of, and the only thing you need to do later is to call it.
                        <br/>
                        <br/>
                        I do a similar thing in my own game. Certain characters may be in specific locations at various times of the day/week. Every time I update the time of day I run through a label (like described above) and set a variable that quickly tells me if that character is available in a specific location. That way I only have to write the character's "AI" once, but can refer to the results as often as I like.
                        <br/>
                        <br/>
                        The basic thing to keep in mind is this: Don't rewrite code. Use every opportunity to centralize code you use often in a separate label. This not only makes your code easier to read, but it also reduces the risk of bugs considerably.
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                     Interesting... So meaning you program a set of labels that act as the AI? I can do that, I managed to use that to set up my timeskip which is still buggy in certain menus but I blame my shitty use of those while trying to factor the character things so I would still blame that. Do you have an example of how that would work for say multiple char? I just want an idea of how to structure it
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                  <div class="message-userContent lbContainer js-lbContainer" data-lb-caption-desc="anne O'nymous · Oct 6, 2017 at 8:35 PM" data-lb-id="post-233638">
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                    <div class="bbWrapper">
                     For to achieve what you want, try to break down it in small parts.
                     <br/>
                     So, you need what :
                     <br/>
                     <ul>
                      <li data-xf-list-type="ul">
                       A weekly schedule for each one of your characters ;
                       <br/>
                      </li>
                      <li data-xf-list-type="ul">
                       A way to modify/generate this schedule depending of the change made in the game ;
                      </li>
                      <li data-xf-list-type="ul">
                       A way to know what the schedule say for now ;
                       <br/>
                      </li>
                      <li data-xf-list-type="ul">
                       A way to interrogate the schedule for all the characters ;
                      </li>
                      <li data-xf-list-type="ul">
                       A way to jump/call to a label you don't know when you write your code.
                      </li>
                     </ul>
                     There's clearly three main parts: Schedule, interrogation, jump/call.
                     <br/>
                     But in fact you just have two parts. Both the interrogation and jump/call have the same answer.
                     <br/>
                     <br/>
                     <div class="bbCodeSpoiler">
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                          Firstly, the schedule
                         </span>
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                      <div class="bbCodeSpoiler-content">
                       <div class="bbCodeBlock bbCodeBlock--spoiler">
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                         The easier way to do, is to have a schedule object. It have the advantage to do all the computations for you and to be extensible. If after the, "is the character online", question, you now have a, "is the character at school", question, just wrote an "isAtSchool" method like the "isOnline" one ; and voila, you have the answer.
                         <br/>
                         Note: I needed a context, so I based everything on "its a schoolgirl" ; no, it's not a fantasm... well, perhaps
                         <img alt=":D" class="smilie smilie--sprite smilie--sprite674" data-shortname=":D" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Big grin    :D"/>
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                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>class MySchedule( object ):

    def __init__( self, baseSchedule, locationsWithComputer ):
        # The default schedule possibilities
        self.baseSchedule = baseSchedule
        # Here will be the schedule for the week...
        self.schedule = {}
        # when generated, what we'll do right now
        self.generate()
        # Here are the locations that imply "the character is online"
        self.computerAccess = locationsWithComputer

    # Generate the schedule for this week
    def generate( self ):
        # fresh new weekly schedule
        self.schedule = {} 
        # for each day
        for day, schedule in self.baseSchedule.items():
            # fresh daily schedule
            self.schedule[day] = []
            # For each period
            for p in schedule:
                # Choose one of the possibilities
                choosen = renpy.random.randint( 0, len( p ) -1 )
                # Add it to the schedule for today
                self.schedule[day].append( p[choosen] )

    # let you change the schedule during the game
    def change( self, day, period, newLocations ):
        # Force the type of "newLocations", it MUST be a tuple
        if not isinstance( newLocations, tuple ): newLocations = ( newLocations )
        self.baseSchedule[day][period] = newLocations

    # Where the character is this day at this period. Return a string
    def whereIs( self, day, period ):
        return self.schedule[day][period]

    # Return True if the character is online this day at this period
    def isOnline( self, day, period ):
        return self.schedule[day][period] in self.computerAccess</code></pre>
                              </div>
                             </div>
                             Notes:
                             <br/>
                             You'll probably have to add some other methods, it's really a basic version made only for to answer your question.
                             <br/>
                             The "day" and "period" argument can be ignored if you want. If "today" is the day of the week, and "actualPeriod" is the actual period, and both are in the store :
                             <br/>
                             <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                              <div class="bbCodeBlock-title">
                               Code:
                              </div>
                              <div class="bbCodeBlock-content" dir="ltr">
                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>   def isOnline( self ):
        return self.schedule[store.today][store.actualPeriod] in self.computerAccess</code></pre>
                              </div>
                             </div>
                             will do the same. But I recommend you to keep it like I wrote it. This let you ask not only where the character is right now, but also where it will be in the future. This way you can have things like:
                             <br/>
                             <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                              <div class="bbCodeBlock-title">
                               Code:
                              </div>
                              <div class="bbCodeBlock-content" dir="ltr">
                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>  if test.isOnline( nextDay, samePeriod ) is True:
     "Well, I loved talking to you. Can we do it again tomorrow ?"</code></pre>
                              </div>
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                            </div>
                           </div>
                          </div>
                         </div>
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                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>    tmpSchedule = {}
    # Monday schedule
    tmpSchedule["Mon"] = []
    #First period, only one possibility
    tmpSchedule["Mon"].append( ( "bathroom",  ) )
    #Second period, two possibilities of equal weight
    tmpSchedule["Mon"].append( ( "living room", "bedroom" ) )
    #Third period, two possibilities, one with a higher weight
    tmpSchedule["Mon"].append( ( "school", "school", "bedroom" ) )
    tmpSchedule["Mon"].append( ( "cafeteria", "cafeteria", "school" ) )
    tmpSchedule["Mon"].append( ( "school", "bedroom", "bedroom" ) )
    tmpSchedule["Mon"].append( ( "living room", "bedroom", "bedroom" ) )
    #Other week days have the same schedule
    # "[:]" because  we need a [b]copy[/b] of this schedule.
    tmpSchedule["Tue"] = tmpSchedule["Mon"][:]
    tmpSchedule["Wed"] = tmpSchedule["Mon"][:]
    tmpSchedule["Thu"] = tmpSchedule["Mon"][:]
    tmpSchedule["Fri"] = tmpSchedule["Mon"][:]
    #Week-end schedule
    tmpSchedule["Sat"] = []
    tmpSchedule["Sat"].append( ( "bathroom",  ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom" ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom", "bedroom" ) )
    tmpSchedule["Sat"].append( ( "kitchen", "kitchen", "restaurant" ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom", "bedroom" ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom", "bedroom" ) )
    tmpSchedule["Sun"] = tmpSchedule["Sat"][:]

    #Now you create the schedule
    #The array is the locations where the character is "online"
    test = MySchedule( tmpSchedule, [ "bedroom", "living room" ] )</code></pre>
                              </div>
                             </div>
                             Like you can see, there's more than one possible location for each period. This let you add some randomization to your game. Sometimes teachers aren't here, and so the character isn't at school. The more a location is present in the tuple, the more likely the character will be to be at this location. But still he can be elsewhere sometimes.
                             <br/>
                             <br/>
                             I know, it's long, but it's the cost of flexibility. Anyway you can extend it.
                             <br/>
                             By example if more that one character share the same baseSchedule, you don't need to define it each time. So, instead of "tmpSchedule", you can have "studentSchedule" and "teacherSchedule". Then you use one or the other, depending of who's the character you create at this time.
                             <br/>
                             And if one of the student have a different schedule, but just for one period every monday, then use the "studentSchedule" for the creation, then call "test.change" for to update just the period which is different.
                            </div>
                           </div>
                          </div>
                         </div>
                         <br/>
                         Then, you use it like this :
                         <br/>
                         Note: like above, I assume that "today" is the global variable where the day of the week is stored, and "actualPeriod" the one where the actual period is.
                         <br/>
                         <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                          <div class="bbCodeBlock-title">
                           Code:
                          </div>
                          <div class="bbCodeBlock-content" dir="ltr">
                           <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>screen myComputer:
   [...]
      if test.isOnline( today, actualPeriod ) is True:
         textbutton "Is online":
            action [whatever you want]</code></pre>
                          </div>
                         </div>
                         You can put the schedule on an independent variable, like above, or add it to the main object for a character.
                         <br/>
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                              added to the main object
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                               Code:
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                              <div class="bbCodeBlock-content" dir="ltr">
                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>class MyChar( object ):
    def __init__( self, [...], baseSchedule, locationsWithComputer ):
      [...]
      self.schedule = MySchedule( baseSchedule, locationsWithComputer )</code></pre>
                              </div>
                             </div>
                             So, now you create it like this :
                             <br/>
                             <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
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                               Code:
                              </div>
                              <div class="bbCodeBlock-content" dir="ltr">
                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>   [tmpSchedule like before]

  # Hope you've better name for your characters than me :D
  charA = MyChar( [...], tmpSchedule, [ "bedroom", "living room" ] )</code></pre>
                              </div>
                             </div>
                             And you don't use "test.isOnline" but "charA.schedule.isOnline"
                            </div>
                           </div>
                          </div>
                         </div>
                        </div>
                       </div>
                      </div>
                     </div>
                     <br/>
                     <br/>
                     <div class="bbCodeSpoiler">
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                        <span>
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                          interrogation and jump/call
                         </span>
                        </span>
                       </span>
                      </button>
                      <div class="bbCodeSpoiler-content">
                       <div class="bbCodeBlock bbCodeBlock--spoiler">
                        <div class="bbCodeBlock-content">
                         Now come the less easy part: how to access all the schedules at once ?
                         <br/>
                         The best answer is probably the one you can find in
                         <a class="link link--external" href="https://f95zone.com/threads/superpowered-v0-15-02-night-city-productions-discussion-thread.124/" rel="nofollow noopener" target="_blank">
                          [Ren'Py] - SuperPowered [v0.18.02] [NCP] Discussion Thread
                         </a>
                         . Note: I haven't take a look at the code since few month, but the author probably haven't changed the way he do this. Perhaps improved it, but not changed it.
                         <br/>
                         It use five parts :
                         <br/>
                         <ol>
                          <li data-xf-list-type="ol">
                           A main object for each character ;
                          </li>
                          <li data-xf-list-type="ol">
                           An index value for each character ;
                           <br/>
                          </li>
                          <li data-xf-list-type="ol">
                           A global variable with all the characters ;
                           <br/>
                          </li>
                          <li data-xf-list-type="ol">
                           A global label for the branching ;
                           <br/>
                          </li>
                          <li data-xf-list-type="ol">
                           Prefixed labels.
                          </li>
                         </ol>
                         <br/>
                         There's a little change in MyChar:
                         <br/>
                         <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                          <div class="bbCodeBlock-title">
                           Code:
                          </div>
                          <div class="bbCodeBlock-content" dir="ltr">
                           <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>    def __init__( self, idx, [...] )
       self.idx = idx
       [...]</code></pre>
                          </div>
                         </div>
                         You'll understand why later.
                         <br/>
                         <br/>
                         So, you create the main object for each character as before, including the "idx" this time :
                         <br/>
                         <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                          <div class="bbCodeBlock-title">
                           Code:
                          </div>
                          <div class="bbCodeBlock-content" dir="ltr">
                           <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>    charA = MyChar( "charA", [...] )
    charB = MyChar( "charB", [...] )</code></pre>
                          </div>
                         </div>
                         Then you put all the characters objects into a global variable :
                         <br/>
                         <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                          <div class="bbCodeBlock-title">
                           Code:
                          </div>
                          <div class="bbCodeBlock-content" dir="ltr">
                           <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>    allChars = [ charA, charB ]</code></pre>
                          </div>
                         </div>
                         With this, your screen become :
                         <br/>
                         Note: as always, "today" is the actual day, and "actualPeriod" is the actual period.
                         <br/>
                         <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                          <div class="bbCodeBlock-title">
                           Code:
                          </div>
                          <div class="bbCodeBlock-content" dir="ltr">
                           <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>screen myComputer:
   [...]
   # Note: I've a doubt here. Don't remember if ren'py have problem with
   # "for" just in the labels or both in the labels and screens.
   # If it don't work, use a while loop instead.
   for obj in allChars:
      if obj.schedule.isOnline( today, actualPeriod ) is True:
         textButton "[obj.name] is online":
            # First we need to save which character have been selected
            # That's why we need an "idx" value, we don't have to know this
            # by advance, just to be able to know it when needed.
            action [ SetVariable( "selectedChar", obj.idx ), Return( "Messenger" ) ]</code></pre>
                          </div>
                         </div>
                         Finally, the branching label:
                         <br/>
                         <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                          <div class="bbCodeBlock-title">
                           Code:
                          </div>
                          <div class="bbCodeBlock-content" dir="ltr">
                           <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>label messengerBranching:
    # the variable is local to this label
    $ renpy.dynamic("label")
    # here we create the destination label
    # the form is [CHARACTER_IDX]_messengerTalk
    $ label = "{0}_messengerTalk".format( selectedChar )
    # Error control. Ren'py know how to deal with missing labels
    # but it's better to have our own way to do it
    if not renpy.has_label( label ):
       # the name of the label say it all ;)
        call OopsSomethingGoneWrong
    else:
        # here we call the label we really want
        call expression label
    return</code></pre>
                          </div>
                         </div>
                         So, you'll need these two labels :
                         <br/>
                         <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                          <div class="bbCodeBlock-title">
                           Code:
                          </div>
                          <div class="bbCodeBlock-content" dir="ltr">
                           <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>label charA_messengerTalk:
    [whatever happen when you talk on messenger with charA]
label charB_messengerTalk:
    [whatever happen when you talk on messenger with charB]</code></pre>
                          </div>
                         </div>
                         Now the schedule is generated each week, so we need this :
                         <br/>
                         <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                          <div class="bbCodeBlock-title">
                           Code:
                          </div>
                          <div class="bbCodeBlock-content" dir="ltr">
                           <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>    def scheduleGeneration():
        for obj in allChars:
            obj.schedule.generate()</code></pre>
                          </div>
                         </div>
                         Just call it in a label that reset the value at the end of the week.
                         <br/>
                         <br/>
                         As you can see, this approach open a lot of possibilities. By example you can have a global label for all the messenger discussions, and inside it react according to the situation depending of which character you talk to, or according to one of the stats variables of this character.
                         <br/>
                         Super Powered achieve this by passing the character object to (almost all the) screens and label. It's probably not the better code you can see, but the way the author achieve its multi character management open almost all the doors.
                         <br/>
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                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code># "char" is the object of the selected character
label messengerTalk( char ):
    [...]
    elif action=="flirt":
        call messengerFlirt( char )
    [...]
    return

label messengerFlirt( char ):
   if char.loveForMC &lt; 10:
      "Wooow ! Easy boy, who do you think I am ? Some of your sluts ?"
  else:
      # You can jump in a called label, you just need to have a return somewhere
      jump expression "{0}_messengerFlirt".format( char.idx )
  return

# you don't need "char" anymore, since this label is unique for charA
label charA_messengerFlirt:
  [whatever you want]
  # call messengerFlirt, then jump charA_messengerFlirt, so this "return" will
  # send us back to messengerTalk
  return</code></pre>
                              </div>
                             </div>
                            </div>
                           </div>
                          </div>
                         </div>
                        </div>
                       </div>
                      </div>
                     </div>
                     <br/>
                     Note:
                     <br/>
                     The code is "as is". I wrote it in the fly and there's probably few errors. Contrary to the clock last time, I focused on "how to do it" more that "it could be done like this". You don't have a base code yet, so it seemed to be the best way to answer. Anyway, you'll understand and remember it better if you wrote it by yourself.
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                   <time class="u-dt" data-date-string="Oct 6, 2017" data-time="1507293686" data-time-string="8:41 PM" datetime="2017-10-06T20:41:26+0800" dir="auto" title="Oct 6, 2017 at 8:41 PM">
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                  <div class="message-userContent lbContainer js-lbContainer" data-lb-caption-desc="Zenathos815 · Oct 12, 2017 at 3:56 PM" data-lb-id="post-243994">
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                     I have been playing with this one for a bit and I have adapted most of what you have added and I am trying to put together the character schedule that will be in the demo, in this I have decided to call the schedule "c0Schedule" because the character is "c" the full name will be later and "c0" is the name of the "Girl" class object where her stats are stored. I have a label that successfully adjusts certain stats but I have two questions, first I am trying to follow you on the object creation
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                           <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>    tmpSchedule = {}
    # Monday schedule
    tmpSchedule["Mon"] = []
    #First period, only one possibility
    tmpSchedule["Mon"].append( ( "bathroom",  ) )
    #Second period, two possibilities of equal weight
    tmpSchedule["Mon"].append( ( "living room", "bedroom" ) )
    #Third period, two possibilities, one with a higher weight
    tmpSchedule["Mon"].append( ( "school", "school", "bedroom" ) )
    tmpSchedule["Mon"].append( ( "cafeteria", "cafeteria", "school" ) )
    tmpSchedule["Mon"].append( ( "school", "bedroom", "bedroom" ) )
    tmpSchedule["Mon"].append( ( "living room", "bedroom", "bedroom" ) )
    #Other week days have the same schedule
    # "[:]" because  we need a [b]copy[/b] of this schedule.
    tmpSchedule["Tue"] = tmpSchedule["Mon"][:]
    tmpSchedule["Wed"] = tmpSchedule["Mon"][:]
    tmpSchedule["Thu"] = tmpSchedule["Mon"][:]
    tmpSchedule["Fri"] = tmpSchedule["Mon"][:]
    #Week-end schedule
    tmpSchedule["Sat"] = []
    tmpSchedule["Sat"].append( ( "bathroom",  ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom" ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom", "bedroom" ) )
    tmpSchedule["Sat"].append( ( "kitchen", "kitchen", "restaurant" ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom", "bedroom" ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom", "bedroom" ) )
    tmpSchedule["Sun"] = tmpSchedule["Sat"][:]

    #Now you create the schedule
    #The array is the locations where the character is "online"
    test = MySchedule( tmpSchedule, [ "bedroom", "living room" ] )</code></pre>
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                         My question here is where I would be integrating the version that I write, is it going to be part of the overall scheduler/character locator class or should I place it in it's own location? I get what it says and your example really fleshes out slot more functionality than I was actually looking for that I might consider down the line for now to test stat changes I am trying to get her to show up in one location constantly till I get all of the counters right and get the navigation figured out as well as making sure all of my stat adjustments work properly. I have taken your example and rewrote it to accomplish this I guess I just don't really know where to put it I am assuming it would go in the start label to generate it at the beginning of the game or whatever label signifies the start of the sandbox portion, if that is incorrect it may be related to question 2
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                         My second question, as I mentioned I have already created an object that defines "Girl" to track stats as well as establish counters for events and all that good stuff, would you suppose I should extend that to include the scheduling I am creating so that it reads as part of that class? That one in particular is pretty extensive as it includes a ton of crap that will be used for score sheets and stats. I may have also went overboard as far as creating the stat ranges but they make sense so I will only revisit if they cause issues for now
                         <img alt=":p" class="smilie smilie--sprite smilie--sprite673" data-shortname=":p" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Stick out tongue    :p"/>
                         All 7 characters are using this class to contain their various attributes that they share however the schedules are all different as they are now, and the girls all have different events. I feel like it could be incredibly beneficial to integrate the scheduler into that class but I also feel that it would cause issues to integrate it completely so should it be separate to prevent them from bleeding into eachother?
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                     Sorry I hope those questions make sense I have a bad habit of drinking and coding simultaneously, it makes bugs much more fun
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                  <div class="message-userContent lbContainer js-lbContainer" data-lb-caption-desc="anne O'nymous · Oct 12, 2017 at 8:23 PM" data-lb-id="post-244268">
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                        Zenathos815 said:
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                        I feel like it could be incredibly beneficial to integrate the scheduler into that class but I also feel that it would cause issues to integrate it completely so should it be separate to prevent them from bleeding into eachother?
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                     So, why not both at the same time ? Yeah, I know, I need to explain it more than that...
                     <br/>
                     <br/>
                     Like you said, it's "incredibly beneficial to integrate" things like the scheduler directly into the class that define the characters. Whatever the way you make your game, you will need to know only one thing, "what's the object for this character". Once you have the answer, you can change everything you want related to this character.
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                          all in the same place/object
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                         Let's say you have
                         <i>
                          c0
                         </i>
                         ,
                         <i>
                          c1
                         </i>
                         ,
                         <i>
                          c2
                         </i>
                         , the three objects of "MyChar" class, where every stats/schedule/whatever related to a character is.
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                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>label blablabla:
   $ char = returnSelectedCharacterObject()
   [...]
   call someLabel( char )
   [...]
   call anotherLabel( char )
   [and so on]
label someLabel( char ):
   $ whereIsToday = char.whereIs( ToDay, actualPeriod )
   [...]
   return
label anotherLabel( char ):
   [...]
   $ char.incrementKnowledge( 1 )
   [...]
   return</code></pre>
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                         <br/>
                         Another approach is to have a global object
                         <i>
                          actualChar
                         </i>
                         . It will work in the same way and only imply few differences :
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                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>init:
   default actualChar = None
label blablabla:
   $ actualChar = returnSelectedCharacterObject()
   [...]
   call someLabel
   [...]
   call anotherLabel
   [and so on]
label someLabel:
   $ whereIsToday = actualChar.whereIs( ToDay, actualPeriod )
   [...]
   return
label anotherLabel:
   [...]
   $ actualChar.incrementKnowledge( 1 )
   [...]
   return</code></pre>
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                         <br/>
                         In both case, you don't care to know who's selected, just that
                         <i>
                          char
                         </i>
                         (in the first approach) or
                         <i>
                          actualChar
                         </i>
                         (in the second one) is the object you need to use. It's part of one of the paradigm behind Python, the "
                         <a class="link link--external" href="https://en.wikipedia.org/wiki/Duck_typing" rel="nofollow noopener" target="_blank">
                          duck typing
                         </a>
                         ".
                         <br/>
                         Here, it mean that, as long as you've the answer to your question, you don't care to know who answered. This answer will always be valid and what you need to use.
                        </div>
                       </div>
                      </div>
                     </div>
                     <br/>
                     Now, if you have a separated object for the schedule, the problem is obvious, you have two questions: What's the object for this character, oh and by the way, what's the object for his schedule ?
                     <br/>
                     <div class="bbCodeSpoiler">
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                          separated stats and schedule
                         </span>
                        </span>
                       </span>
                      </button>
                      <div class="bbCodeSpoiler-content">
                       <div class="bbCodeBlock bbCodeBlock--spoiler">
                        <div class="bbCodeBlock-content">
                         Which mean that you need to pass two objects, or to have an
                         <i>
                          actualChar
                         </i>
                         and an
                         <i>
                          actualSchedule
                         </i>
                         variables. I'll pass the full examples, since they are obvious, you need things like :
                         <br/>
                         <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                          <div class="bbCodeBlock-title">
                           Code:
                          </div>
                          <div class="bbCodeBlock-content" dir="ltr">
                           <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>   call someLabel( char, schedule )</code></pre>
                          </div>
                         </div>
                         or
                         <br/>
                         <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                          <div class="bbCodeBlock-title">
                           Code:
                          </div>
                          <div class="bbCodeBlock-content" dir="ltr">
                           <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>   default actualChar = None
   default actualSchedule = None</code></pre>
                          </div>
                         </div>
                         It'll work, but it goes at the opposite of another paradigm behind Python, "
                         <a class="link link--external" href="https://en.wikipedia.org/wiki/KISS_principle" rel="nofollow noopener" target="_blank">
                          KISS principle
                         </a>
                         ". The name stand for "Keep It Simple, Stupid", and obviously, the more you need to know to do the job, the less it's simple.
                         <br/>
                         One error in the code that will return the actual schedule, and you'll have the stats from one girl, and the schedule of another. Your game will have bugs and good luck for to find them. The first place you'll look at will be the one where the bug become visible, but it's not the place where the bug is, you need to go further in the past of your game flow to find it.
                         <br/>
                         So, putting everything in the same object is clearly the better solution.
                        </div>
                       </div>
                      </div>
                     </div>
                     <br/>
                     Now there's another problem, like you said, they can "[bleed] into each other". There's also the case where you have more that one kind of character, and need two different objects for the schedule, depending of the character ; by example schoolgirls are available every day, will teacher are out of the game during the week-end.
                     <br/>
                     This tend to talk for the separated objects, but in fact the answer is a mix of both approach.
                     <br/>
                     <div class="bbCodeSpoiler">
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                        <div class="bbCodeBlock-content">
                         You have two separated classes, "MySchedule" for the schedule, and "MyChar" for [tadam, suspens] the character. The thing is that "MyChar" know about "MySchedule"...
                         <br/>
                         <div class="bbCodeSpoiler">
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                            <div class="bbCodeBlock-content">
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                               Code:
                              </div>
                              <div class="bbCodeBlock-content" dir="ltr">
                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>init python:
   class MySchedule():
      [...]
   class MyChar():
      def __init__( self, [...], scheduleObject ):
          self.schedule = scheduleObject
          [...]
     [...]

    # creation of first character
    $ tmpSchedule = MySchedule()
    [the code to init the default schedule for this character]
    $ c0 = MyChar( [...], tmpSchedule )
 
    # creation of second character
    $ tmpSchedule = MySchedule()
    [the code to init the default schedule for this character]
    $ c1 = MyChar( [...], tmpSchedule )
    [...]

label someLabel( char ):
   $ whereIsToday = char.schedule.whereIs( ToDay, actualPeriod )
   [...]
   return
label anotherLabel( char ):
   [...]
   $ char.incrementKnowledge( 1 )
   [...]
   return</code></pre>
                              </div>
                             </div>
                             This way, each character still need a single object, but the schedule is separated from the other stats.
                             <br/>
                             By example, you go for some shopping because it's this time of the week and the supply level start to be low. You bought some food, but you also need some household products. It's not a good idea to put them both in the same place. So, you put the household products in a box, then put this box in a bigger box where you'll also put the food. Then, now it's safe and you still have only one box to carry.
                             <br/>
                             <br/>
                             Bonus side, "MyChar" know about "MySchedule", but not the opposite. So you can have something like :
                             <br/>
                             <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                              <div class="bbCodeBlock-title">
                               Code:
                              </div>
                              <div class="bbCodeBlock-content" dir="ltr">
                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>  class MyClass():
      [...]
      def changeWeek( self ):
         [reset this]
         [reset that]
         # it don't make sense to have a 'reset' method but it's for the example
         self.schedule.reset()</code></pre>
                              </div>
                             </div>
                             but the schedule can't change anything in "MyChar".
                            </div>
                           </div>
                          </div>
                         </div>
                        </div>
                       </div>
                      </div>
                     </div>
                     <br/>
                     Now for your first question... where to put the init, and also the "time to change/recompute the schedule" if needed... In fact it all depend of your game and yourself.
                     <br/>
                     <div class="bbCodeSpoiler">
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                         Firstly, whatever you choose,
                         <b>
                          never
                         </b>
                         do it in an "init" section. The variables defined in an "init" section will be saved
                         <b>
                          only
                         </b>
                         if their value have changed. And in your case, the value will never change, because the value is
                         <u>
                          the object
                         </u>
                         and not
                         <u>
                          the content of the object
                         </u>
                         . Whatever you do, you'll just change the
                         <u>
                          content of the object
                         </u>
                         , but
                         <u>
                          the object
                         </u>
                         will stay the same.
                         <br/>
                         <div class="bbCodeSpoiler">
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                              demonstration
                             </span>
                            </span>
                           </span>
                          </button>
                          <div class="bbCodeSpoiler-content">
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                            <div class="bbCodeBlock-content">
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                              <div class="bbCodeBlock-title">
                               Code:
                              </div>
                              <div class="bbCodeBlock-content" dir="ltr">
                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>init python:
    class MyExample():
        def __init__( self, a ):
            self.ctrl = a

    obj = MyExample( 1 )

label start:
    "object is [obj] and value is [obj.ctrl]"
    $ obj.ctrl = 2
    "object is [obj] and value is [obj.ctrl]"</code></pre>
                              </div>
                             </div>
                             Like you can see, the object value stay the same, this even when its content change. So, if you define it in an "init" section, it will not be saved.
                            </div>
                           </div>
                          </div>
                         </div>
                         <br/>
                         It let you with few possibilities :
                         <br/>
                         <div class="bbCodeSpoiler">
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                           <span class="button-text">
                            <span>
                             Spoiler:
                             <span class="bbCodeSpoiler-button-title">
                              You create everything in the "start" label
                             </span>
                            </span>
                           </span>
                          </button>
                          <div class="bbCodeSpoiler-content">
                           <div class="bbCodeBlock bbCodeBlock--spoiler">
                            <div class="bbCodeBlock-content">
                             <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
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                               Code:
                              </div>
                              <div class="bbCodeBlock-content" dir="ltr">
                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>label start:
    # creation of first character
    $ tmpSchedule = MySchedule()
    [the code to init the default schedule for this character]
    $ c0 = MyChar( [...], tmpSchedule )
 
    # creation of second character
    $ tmpSchedule = MySchedule()
    [the code to init the default schedule for this character]
    $ c1 = MyChar( [...], tmpSchedule )
    [...]</code></pre>
                              </div>
                             </div>
                            </div>
                           </div>
                          </div>
                         </div>
                         <div class="bbCodeSpoiler">
                          <button class="bbCodeSpoiler-button button--longText button" data-xf-click="toggle" type="button">
                           <span class="button-text">
                            <span>
                             Spoiler:
                             <span class="bbCodeSpoiler-button-title">
                              You have a label made for the creation
                             </span>
                            </span>
                           </span>
                          </button>
                          <div class="bbCodeSpoiler-content">
                           <div class="bbCodeBlock bbCodeBlock--spoiler">
                            <div class="bbCodeBlock-content">
                             <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                              <div class="bbCodeBlock-title">
                               Code:
                              </div>
                              <div class="bbCodeBlock-content" dir="ltr">
                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>label start:
    call characterCreation:
    [...]

label characterCreation:
    # creation of first character
    $ tmpSchedule = MySchedule()
    [the code to init the default schedule for this character]
    $ c0 = MyChar( [...], tmpSchedule )
 
    # creation of second character
    $ tmpSchedule = MySchedule()
    [the code to init the default schedule for this character]
    $ c1 = MyChar( [...], tmpSchedule )
    [...]
    return</code></pre>
                              </div>
                             </div>
                            </div>
                           </div>
                          </div>
                         </div>
                         <div class="bbCodeSpoiler">
                          <button class="bbCodeSpoiler-button button--longText button" data-xf-click="toggle" type="button">
                           <span class="button-text">
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                             <span class="bbCodeSpoiler-button-title">
                              You have more than one label
                             </span>
                            </span>
                           </span>
                          </button>
                          <div class="bbCodeSpoiler-content">
                           <div class="bbCodeBlock bbCodeBlock--spoiler">
                            <div class="bbCodeBlock-content">
                             <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
                              <div class="bbCodeBlock-title">
                               Code:
                              </div>
                              <div class="bbCodeBlock-content" dir="ltr">
                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>label start:
    call characterCreation:
    [...]

label characterCreation:
    call c0Creation
    call c1Creation

label c0Creation:
    # creation of first character
    $ tmpSchedule = MySchedule()
    [the code to init the default schedule for this character]
    $ c0 = MyChar( [...], tmpSchedule )
   [...]
   return

label c1Creation:
    # creation of second character
    $ tmpSchedule = MySchedule()
    [the code to init the default schedule for this character]
    $ c1 = MyChar( [...], tmpSchedule )
    [...]
    return</code></pre>
                              </div>
                             </div>
                            </div>
                           </div>
                          </div>
                         </div>
                         <br/>
                         The third way is probably the better one because you can put "c0Creation" in "c0.rpy", "c1Creation" in "c1.rpy", and so have a file for each character. It also follow the logic I explained in my previous post ; the [id of the character]DescriptionOfWhatTheLabelDo thing.
                         <br/>
                         In the same time, the isolation provided is a good way to prevent bugs. You'll do a lot of copy/paste and it's easy to forget to update something ; the "c0" should have been "c1", oops. You said you'll have 7 characters, and here is just two of them and just the schedule :
                         <br/>
                         <div class="bbCodeSpoiler">
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                               Code:
                              </div>
                              <div class="bbCodeBlock-content" dir="ltr">
                               <pre class="bbCodeCode" data-lang="" data-xf-init="code-block" dir="ltr"><code>    tmpSchedule = {}
    # Monday schedule
    tmpSchedule["Mon"] = []
    #First period, only one possibility
    tmpSchedule["Mon"].append( ( "bathroom",  ) )
    #Second period, two possibilities of equal weight
    tmpSchedule["Mon"].append( ( "living room", "bedroom" ) )
    #Third period, two possibilities, one with a higher weight
    tmpSchedule["Mon"].append( ( "school", "school", "bedroom" ) )
    tmpSchedule["Mon"].append( ( "cafeteria", "cafeteria", "school" ) )
    tmpSchedule["Mon"].append( ( "school", "bedroom", "bedroom" ) )
    tmpSchedule["Mon"].append( ( "living room", "bedroom", "bedroom" ) )
    #Other week days have the same schedule
    # "[:]" because  we need a [b]copy[/b] of this schedule.
    tmpSchedule["Tue"] = tmpSchedule["Mon"][:]
    tmpSchedule["Wed"] = tmpSchedule["Mon"][:]
    tmpSchedule["Thu"] = tmpSchedule["Mon"][:]
    tmpSchedule["Fri"] = tmpSchedule["Mon"][:]
    #Week-end schedule
    tmpSchedule["Sat"] = []
    tmpSchedule["Sat"].append( ( "bathroom",  ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom" ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom", "bedroom" ) )
    tmpSchedule["Sat"].append( ( "kitchen", "kitchen", "restaurant" ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom", "bedroom" ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom", "bedroom" ) )
    tmpSchedule["Sun"] = tmpSchedule["Sat"][:]

    #Now you create the schedule
    #The array is the locations where the character is "online"
    sched = MySchedule( tmpSchedule, [ "bedroom", "living room" ] )
    c0 = MyChar( [...], sched )

    tmpSchedule = {}
    # Monday schedule
    tmpSchedule["Mon"] = []
    #First period, only one possibility
    tmpSchedule["Mon"].append( ( "bathroom",  ) )
    #Second period, two possibilities of equal weight
    tmpSchedule["Mon"].append( ( "living room", "bedroom" ) )
    #Third period, two possibilities, one with a higher weight
    tmpSchedule["Mon"].append( ( "school", "school", "bedroom" ) )
    tmpSchedule["Mon"].append( ( "cafeteria", "cafeteria", "school" ) )
    tmpSchedule["Mon"].append( ( "school", "bedroom", "bedroom" ) )
    tmpSchedule["Mon"].append( ( "living room", "bedroom", "bedroom" ) )
    #Other week days have the same schedule
    # "[:]" because  we need a [b]copy[/b] of this schedule.
    tmpSchedule["Tue"] = tmpSchedule["Mon"][:]
    tmpSchedule["Wed"] = tmpSchedule["Mon"][:]
    tmpSchedule["Thu"] = tmpSchedule["Mon"][:]
    tmpSchedule["Fri"] = tmpSchedule["Mon"][:]
    #Week-end schedule
    tmpSchedule["Sat"] = []
    tmpSchedule["Sat"].append( ( "bathroom",  ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom" ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom", "bedroom" ) )
    tmpSchedule["Sat"].append( ( "kitchen", "kitchen", "restaurant" ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom", "bedroom" ) )
    tmpSchedule["Sat"].append( ( "living room", "bedroom", "bedroom" ) )
    tmpSchedule["Sun"] = tmpSchedule["Sat"][:]

    #Now you create the schedule
    #The array is the locations where the character is "online"
    sched = MySchedule( tmpSchedule, [ "bedroom", "living room" ] )
    c1 = MyChar( [...], sched )</code></pre>
                              </div>
                             </div>
                            </div>
                           </div>
                          </div>
                         </div>
                         You'll quickly forget where you are, and so the fact that c3 have "music class" friday afternoon will not be obvious in your mind. But if you have a label for each character, you are always aware of which character you define/change ; and in case of doubt, the name of the label and even the name of the file will remind it to you.
                         <br/>
                         <br/>
                         And for the "time to change/recompute the schedule", there isn't a good or a bad way to do it and it fully depend of the way you make your game. The best place is "where you reset the value at the end of the week", whatever can be behind these words.
                         <br/>
                         Then, here again you can choose between one of the three previous approach. All directly in the label, a global label for each character, or a separated label for each character. Like previously, the last one is probably also the better one because of the isolation.
                        </div>
                       </div>
                      </div>
                     </div>
                     <br/>
                     And finally an advice :
                     <br/>
                     Always follow your feelings, even if they seem like a bad practice. You are the one who wrote the code, so the one who'll have to remind, six month later, how things are done. If you go against your feelings, you'll fight against yourself and have hard time to remember what you've done and why you've done it like this. At the opposite, if you follow your feelings, you'll wrote the code that seem natural to you. So it will be easier to write it and to remember what, why and how.
                     <br/>
                     But sometimes it's not this easy, like in the your second question were you had two contradictory feelings. In this case, try to make them coexist like I did here. The stats and schedule are in the same place, but still they are separated. Both your feelings are now in peace and the lines of code will come more easily in your mind.
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                     That has to be the most zen coding advice I have ever gotten lol, I really appreciate this I will need to pm you a demo once I get this going. I will play with it and see what I can get to work based on your examples. I am actually looking at some of my code in different ways, I'm a slow thorough learner but I appreciate all the advice.
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                     Once I get things taken care of from here, I will see if I can finish a couple character art sets and then work on the interface. Backgrounds are the biggest bitch as well as screens, UI has not been friendly either, but once I work a few of those things out I hope to start putting the demo together,
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                     I actually took a look at some of the things I am doing and compared it to how you handled a few things and I think you may have made me rethink a few things that I was severely over-complicating. Namely my progression system that locks things off I was making totally separate labels for each stage when I could really use a true/false label to accomplish this, that way I am not re-writing the labels several times when they are essentially meant to do the exact same thing with extra features. You guys have been monumentally helpful. I'll shout if I run into anything else
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                     Glad to know I could be of at least a little help. I'm sorry if I can't be more actively helpful. I'm swamped in work on my own game right now.
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                    Please support the development of Long Live the Princess and Supermodel: Defenders of Desire at one of these two sites:
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                        Glad to know I could be of at least a little help. I'm sorry if I can't be more actively helpful. I'm swamped in work on my own game right now.
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                     It's all good, I gave it a run I'm impressed with how seamless everything is and everything is very efficient! I think I am wracking my head on this so consistently because on all me previous game projects I was a writer and artist, I have always known bits of coding but it usually results in me talking to the actual coder saying "we should totally do something like this" I'm glad to be learning so much from you guys
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                        You are all incredibly helpful.  Thanks so much.
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                     Well, if I can help, why not do it ? And I'm sure that's the same for many people here.
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                     (good game and code by the way), I'm not able to make a game since I still suck at the main part, the art. So, answering is a way to thanks and supports both those who make the games I like and those who make them available.
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