WTS/game/scripts/characters/cho/summon.rpy

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label summon_cho:
#call play_music("cho")
#call play_sound("door")
$ active_girl = "cho"
$ last_character = "cho"
$ cho_busy = True
#call update_cho_tier
call update_cho
$ renpy.checkpoint(hard=True)
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if has_cho_panties:
if cho_tier == 2:
jump cho_panties_response_T2
elif cho_tier == 3:
jump cho_panties_response_T3
# Slytherin Quidditch Intro.
if cho_tier == 2 and not cho_quid.E5_complete:
jump cho_quid_E5
# Gryffindor Quidditch Intro.
elif cho_tier == 3 and not cho_quid.E10_complete:
jump cho_quid_E10
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# Quidditch Outro
elif cho_tier == 4 and not cho_quid.E14_complete:
jump cho_quid_E14
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# Clothes Events
call cho_summon_setup
label cho_requests:
# Reset
call reset_menu_position
cho "" (xpos="base", ypos="base")
menu:
# Main Matches
"-Start Hufflepuff Match-" (icon="interface/icons/small/huff.webp") if (cho_tier == 1 and hufflepuff_match == "ready"):
if cho_reputation == 0:
gen "(If I want Cho to do anything in public with those {i}Muffletuffs{/i} I better do it before the match.)" ("base", xpos="far_left", ypos="head")
gen "(Although maybe not...)" ("base", xpos="far_left", ypos="head")
menu:
"Are you ready to begin the match?"
"-Yes-":
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pass
"-no-":
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jump cho_requests
jump start_hufflepuff_match
"-Start Slytherin Match-" (icon="interface/icons/small/slyt.webp") if (cho_tier == 2 and slytherin_match == "ready" and cho_quid.E7_complete):
if cho_reputation <= 3:
gen "(If I want Cho to do anything in public with those {i}Slythershits{/i} I better do it before the match.)" ("base", xpos="far_left", ypos="head")
gen "(Although maybe not...)" ("base", xpos="far_left", ypos="head")
menu:
"Are you ready to begin the match?"
"-Yes-":
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pass
"-no-":
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jump cho_requests
jump start_slytherin_match
"-Start Gryffindor Match-" (icon="interface/icons/small/gryf.webp") if (cho_tier == 3 and gryffindor_match == "ready" and cho_quid.E13_complete):
if cho_reputation <= 6:
gen "(If I want Cho to do anything in public with those {i}Gryphoncucks{/i} I better do it before the match.)" ("base", xpos="far_left", ypos="head")
gen "(Although maybe not...)" ("base", xpos="far_left", ypos="head")
show screen blktone
with d3
nar "Starting the match will progress Cho's story to the next stage."
nar "Make sure to save your game in case you want to return to this stage later."
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hide screen blktone
with d3
pause.5
menu:
"Are you ready to begin the match?"
"-Yes-":
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pass
"-No-":
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jump cho_requests
jump start_gryffindor_match
# Talk
"-Talk-" (icon="interface/icons/small/talk.webp"):
if cho_mood > 0:
cho "I have nothing to say to you, [name_genie_cho]..." (face="annoyed")
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jump cho_requests
call cho_chitchat
jump cho_talk
# Quidditch Training
"-Training-" (icon="interface/icons/small/quidditch.webp") if cho_tier < 4 and not cho_quid.lock_training:
if cho_mood > 0:
gen "Ready to get back to training?" ("base", xpos="far_left", ypos="head")
if cho_mood >= 5:
cho "No.{w=0.5} And I don't want to hear of it right now, Sir." (face="angry")
else:
cho "I'm sorry, [name_genie_cho]. But I don't feel like training today." ("soft", "base", "worried", "down")
nar "Cho is still upset with you."
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jump cho_requests
jump cho_training
"-Training-" (icon="interface/icons/small/quidditch.webp", style="disabled") if cho_tier < 4 and cho_quid.lock_training:
gen "(She's as ready as one can be.)" ("base", xpos="far_left", ypos="head")
jump cho_requests
"-Sexual favours-" (icon="interface/icons/small/condom.webp") if cho_favors_unlocked:
if cho_mood > 0:
cho "I'm sorry, [name_genie_cho]. But I don't feel like it today..." ("upset", "base", "worried", "mid")
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jump cho_requests
else:
jump cho_favor_menu
"-Sexual favours-" (icon="interface/icons/small/condom.webp", style="disabled") if not cho_favors_unlocked:
if cho_tier == 1:
gen "(I need to help her with her Quidditch training, before I can ask for something like this.)" ("base", xpos="far_left", ypos="head")
elif cho_tier == 4:
gen "(I have a feeling this is as far as I can progress with her at the moment.)" ("base", xpos="far_left", ypos="head")
else:
gen "(I should ask her about the next Quidditch match first. See who we're up against...)" ("base", xpos="far_left", ypos="head")
jump cho_requests
"-Wardrobe-" (icon="interface/icons/small/wardrobe.webp") if cho_wardrobe_unlocked:
hide cho_main with d1
call wardrobe
jump cho_requests
"-Hidden-" (style="disabled") if not cho_wardrobe_unlocked:
nar "You haven't unlocked this feature yet."
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jump cho_requests
"-Give Item-" (icon="interface/icons/small/gift.webp"):
hide cho_main with d1
call gift_menu
jump cho_requests
# Dismiss
"-Dismiss Her-":
stop music fadeout 3.0
if cho_mood == 0:
cho "Goodbye, [name_genie_cho]." ("base", "base", "base", "mid")
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else:
cho "Goodbye, [name_genie_cho]." ("annoyed", "base", "base", "L")
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call play_sound("door")
jump end_cho_event
# Cho Favor Menu
label cho_favor_menu:
call update_cho_favors
menu:
"-Personal Favours-" (icon="interface/icons/small/heart_red.webp"):
label .personal:
python:
menu_choices = []
for i in cc_favor_list:
if i in []: # Not in the game yet.
menu_choices.append(gui.menu_item("-Not available-", "na", style="disabled"))
elif i.start_tier > cho_tier:
menu_choices.append(gui.menu_item("-Not ready-", "vague", style="disabled"))
else:
menu_choices.append(i.get_menu_item())
menu_choices.append(("-Never mind-", "nvm"))
result = renpy.display_menu(menu_choices)
if result == "nvm":
jump cho_favor_menu
elif result == "vague":
call favor_not_ready
jump .personal
elif result == "na":
call not_available
jump .personal
else:
$ renpy.jump(result)
"-Public Requests-" (icon="interface/icons/small/star_yellow.webp", style="disabled") if not game.daytime or not cho_requests_unlocked:
if not cho_requests_unlocked:
nar "Progress further to unlock public requests."
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elif not game.daytime:
nar "Public requests are available during the day only."
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jump cho_favor_menu
"-Public Requests-" (icon="interface/icons/small/star_yellow.webp") if game.daytime and cho_requests_unlocked:
jump cho_requests_menu
"-Never mind-":
jump cho_requests
label update_cho_favors:
python:
for i in cc_favor_list:
i.tier = cho_tier
return
# Cho Requests Menu
label cho_requests_menu:
call update_cho_requests
python:
menu_choices = []
for i in cc_requests_list:
if i in []: # Not in the game yet.
menu_choices.append(gui.menu_item("-Not available-", "na", style="disabled"))
menu_choices.append(gui.menu_item())
elif i.start_tier > cho_tier:
menu_choices.append(gui.menu_item("-Not ready-", "vague", style="disabled"))
else:
menu_choices.append(i.get_menu_item())
menu_choices.append(("-Never mind-", "nvm"))
result = renpy.display_menu(menu_choices)
if result == "nvm":
jump cho_favor_menu
elif result == "vague":
call favor_not_ready
jump cho_requests
elif result == "na":
call not_available
jump cho_requests
else:
$ renpy.jump(result)
label update_cho_requests:
# Set event tier to current Cho tier if they are different
python:
for i in cc_requests_list:
i.tier = cho_tier
return
label favor_not_ready:
nar "You can't do this favour just yet."
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return
label not_available:
$ TBA_message("This feature is currently not available as of version %s." % config.version)
return