Hey! I found another bug. The Dog Kennel sleeping option does not show up in the Slave Spreadsheet(the one unlocked by the headgirl). Opening the Slave Spreadsheet will also throw an error in the console and leave the sleeping text cell empty for any slave sleeping in the Dog Kennel. Here's my fix for it:
- First the Dog Kennel needs to be added to the global.gd 'sleepdict' array. I changed the array from 'var sleepdict = {communal = {name = 'Communal Room'}, jail = {name = "Jail"}, personal = {name = 'Personal Room'}, your = {name = "Your bed"}}' to 'var sleepdict = {communal = {name = 'Communal Room'}, jail = {name = "Jail"}, personal = {name = 'Personal Room'}, your = {name = "Your bed"}, kennel = {name = "Dog Kennel"}}'
- Next a function and an array in the Mansion.gd need to be updated:
- var sleedict needs kennel added to it. My fixed version looks like this: 'var sleepdict = {0 : 'communal', 1 : 'jail', 2 : 'personal', 3 : 'your', 4 : "kennel"}'
- 'func sleeppressed(button)' need the following lines added at the end:
button.add_item(globals.sleepdict['kennel'].name)
if globals.state.mansionupgrades.mansionkennels == 0:
button.set_item_disabled(button.get_item_count()-1, true)
if person.sleep == 'kennel':
button.set_item_disabled(button.get_item_count()-1, true)
button.select(button.get_item_count()-1)
Sorry about the butchered code formatting. Itch does not seem to have code formatting tools for their forums. Also, the mansion main screen does not properly update after changing sleeping spots within the Slave Spreadsheet, but that's a vanilla issue so I just ignored that. Ideally there should be a rebuild function call within func sleepselect and a rebuild function defined for the mansion main screen but there isn't.