Until now (
v0.11.1) that variable is referred in just two places.
ep11_header.rpy, line 77
Code:
default ep11_bianca_path = False
ep11_freeroam_party_events.rpy, line 7288
Code:
menu:
"We should stop":
$ dk(-1)
mc "We should stop before it escalates. You're right; it can be dangerous."
scene ep11_pp_bia_event15 with dissolve
bia "Ok... Are you sure?"
jump ep11_bia_stop_label
"Flirt more":
$ ep11_bianca_path = False
if not branchAlone:
$ tc += 5
It's quite strange that such a variable is set to False if the player chooses to "Flirt more". Setting it to True under that condition would have been the obvious choice.
DPC could have chosen to use a negative logic (just to troll folks peeping in his code), but that would have worked only defaulting that variable to True.
Defaulting such a variable to False and then setting it to False under a condition doesn't make any sense, since at the end of Ep 11 that variable will be always False wether the condition is met or not.
So,
if DPC wants to use the variable ep11_bianca_path in future episodes... he has to release an hotfix for Episode 11 correcting this bug, and most of all
force everyone to play Episode 11 again loadig from a save before the "We should stop / Flirt more" meno, because...
any save created with current v0.11.1 must be thrown in the trashcan, since it will always have ep11_bianca_path == False
, no matter what the player chose...