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label summon_snape:
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play music "music/Dark Fog.ogg" fadein 1 if_changed
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play sound "sounds/door.ogg"
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call sna_chibi("stand","mid","base")
with d3
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$ renpy.checkpoint(hard=True)
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sna "Yes, what is it?" ("snape_01",xpos="base",ypos="base", trans=d3)
label snape_ready:
pass
menu:
# Talk
"-Talk-" (icon="interface/icons/small/talk.webp"):
call snape_chitchat
label .talk:
menu:
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"-Ask him to help Tonks-" if states.ast.ev.intro.e1_complete and not states.ast.ev.intro.e3_complete:
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if states.ast.ev.intro.e2_ask_snape:
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sna "I'm still on the lookout, Genie." ("snape_01")
sna "If I find the little maggot that casts those spells..." ("snape_10")
jump .talk
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$ states.sna.busy = True
$ states.ast.ev.intro.e2_ask_snape = True
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$ ag_event_pause = 2
jump astoria_intro_E2_snape
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"-Try solving the Quidditch Quarrel-" (icon="interface/icons/small/quidditch.webp") if states.cho.tier == 2 and states.cho.ev.quidditch.e6_complete and not states.cho.ev.quidditch.e9_complete and not states.cho.ev.quidditch.e8_complete:
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if game.daytime:
gen "I wanted to talk to you about the upcoming Quidditch game." ("base", xpos="far_left", ypos="head")
sna "I don't really have time right now..." ("snape_05")
if wine_ITEM.owned >= 1:
gen "I got drinks." ("base", xpos="far_left", ypos="head")
else:
gen "I'll get us drinks." ("base", xpos="far_left", ypos="head")
sna "Tempting, but it'll have to be in the evening... work and all that." ("snape_06")
gen "Fine." ("base", xpos="far_left", ypos="head")
jump .talk
else:
gen "So about that upcoming Quidditch game..." ("base", xpos="far_left", ypos="head")
if wine_ITEM.owned >= 1:
sna "Whatever it is, it can wait, let's sit down first, shall we." ("snape_01")
call setup_fireplace_hangout(char="snape")
$ ss_he_drink.start()
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$ states.gen.stats.hangouts_with_snape += 1
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$ wine_ITEM.owned -= 1
jump cho_quid_E9
else:
sna "I hope you have some wine at least?" ("snape_01")
gen "I hoped you'd bring your own for once." ("base", xpos="far_left", ypos="head")
sna "I see.." ("snape_04")
sna "I guess you don't need my help after all." ("snape_31")
gen "(Bloody alcoholic..)" ("base", xpos="far_left", ypos="head")
jump .talk
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"-Address me only as-" if states.her.ev.intro.e6_complete:
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call snape_nicknames_genie
jump .talk
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"-From now on I will refer to you as-" if states.her.ev.intro.e6_complete:
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call snape_nicknames
jump .talk
"-Never mind-":
jump snape_ready
# Fireplace Chats
"-Let's hang-" (icon="interface/icons/small/toast.webp") if wine_ITEM.owned >= 1 and not game.daytime:
jump snape_hangout
"-Let's hang-" (icon="interface/icons/small/toast.webp", style="disabled") if wine_ITEM.owned < 1 or game.daytime:
if game.daytime:
gen "(I'm not sharing my booze with Snape while he still has to teach classes...)" ("base", xpos="far_left", ypos="head")
gen "(I better ask him during the evening to get drunk...)" ("base", xpos="far_left", ypos="head")
elif wine_ITEM.owned < 1:
gen "(I don't have any more wine...)" ("base", xpos="far_left", ypos="head")
jump snape_ready
# Cardgame
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"-Let's Duel-" (icon="interface/icons/small/cards.webp") if states.cardgame.unlocked:
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jump snape_duel_menu
# Dismiss
"-Never mind-":
stop music fadeout 1.0
if game.daytime:
sna "Alright, back to work then..."
else:
sna "Goodnight then."
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play sound "sounds/door.ogg"
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$ states.sna.busy = True
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hide snape_main
call sna_chibi("hide")
with d3
jump main_room_menu