I decided to go into the game files, intending to fix the bugs I saw that I posted about earlier since I'm kinda impatient and genuinely wanted to see if I was capable of solving the problem. I don't actually know python since I'm more familiar with Godot, but I figured that just knowing programming meant I could figure out what was what. I actually managed to seemingly fix them. I did so by removing the "pc_time -= 1" at the end of Rhianna's TF menu in scripts, turning "hide" to "show" in two lines for Magnificence's gender preference TF in the update 25 scripts, and replacing the erroneous "rhi_smalltalk" with "mar_smalltalk" in the screens script.
By the way, the last one is kinda weird. It says "protected through mingle phase" followed by the level of smalltalks had. I think that one, the fact that only specifically smalltalks can have protection rather than any talking that isn't leaving the talk menu is kind of a bummer, I thought it'd be like action points in reverse where instead of losing an action when you go into a menu and getting it back if you select nothing, you'd gain a protection point by going into the talk menu and lose one if you select nothing. Two, the protection says it's through mingle phase X rather than it being "protected for [protection points} mingle phases", and having a line at the end of each mingle phase like "if [protection points] >=1, [protection points] -= 1"
This kinda leads me to my suggestions on coding in general. Please don't take this an insult, but I feel you could improve your code, and these were some of my ideas of how I personally would've accomplished it.
1- File Structure. The fact that you have all the things kinda strewn about in a bunch of places makes it hard to find things. It made me kinda wish once again that I had downloaded the version 0.24 walkthrough since I then could've looked at the patch notes to see what was added when. But having only one file leads to a situation like how Undertale had every single line of dialogue in one place. I would've formatted things so that the scripts was a master file, and then there were separate files for each character for the purposes of one on one dialogue and TF, and then a file for perks, and so on. And I personally love organizing things, so I would've had not just an events file, but several, like, "[location] events" for each location, "questline events", "challenges", etc.
2. Making mechanics actually mechanics. It's harder at first but saves your bacon in the long run to have a system in place instead of having to add things every single time and constantly having to remember what you already did. If you don't know what I mean by that, I remember reading a devlog from another game where the dev was like "Okay, I've gone half insane trying to program each individual character's abilities and keeping it working, so I've scrapped every single bit of that old code and am now going to implement an event system. Each ability will cause an event, and the events will have variables that I can change based on the ability. That way, instead of having to program an attack from scratch each time, I can just easily make the attack call a deal damage event and set said attack's damage variable."
3. I see that you have both an attitude system and a perks system. I think perks are cool. But attitudes aren't added to a character like perks are. (or rather, on and off since you programmed perks to be true and false for each character unlike, say, Pokemon, where there's a master list of moves and moves are attached to a Pokemon when they learn said move) I foresee one attitude replacing another, causing a bug because the old one was needed for something but now that it's been replaced now the gameflow is borked. Personally, I would've rolled it all into perks. Like how Marazet gains the "trusting" attitude when you've talked to her twice. I would instead have a perk like: "Trusts Lewis: Reconnected with Lewis and now trusts him." and even add to that: "Will be more receptive to Lewis's propositions." to make it clear that she's now willing to partner up with him for the second challenge. In fact, I think it would be cool if, say, that meant Marazet would sabotage someone else other than Lewis if Marazet got turned into a spy.
I guess that last suggestion would need to have the system for dialogue when you select someone to talk to reworked though, But I think it'd be worth it, both to make the game more transparent to players that aren't reading the walkthrough through perk text, and for the reasons listed above.
By the way, I noticed that Tessa has an attitude called "Lovestruck". Is that achievable, or is it not really implemented into the game yet?