forked from SilverStudioGames/WTS
Bug fixes
* Fixed and replaced getattr methods in some instances referencing character states * Fixed get_character_unlock, and get_character_mood referencing wrong var and store * Fixed lint self defining character tag instead of using a global func
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@ -155,7 +155,7 @@ screen shop_dress_menu():
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vbox:
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vbox:
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pos (6, 6)
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pos (6, 6)
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for category in category_items.keys():
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for category in category_items.keys():
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if getattr(renpy.store, category+"_unlocked"):
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if get_character_unlock(category):
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$ icon = Fixed(icon_bg, Frame( Transform("interface/icons/head/{}.webp".format(category), fit="contain"), xysize=(42, 42), offset=(3, 3)), "interface/achievements/glass_iconbox.webp")
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$ icon = Fixed(icon_bg, Frame( Transform("interface/icons/head/{}.webp".format(category), fit="contain"), xysize=(42, 42), offset=(3, 3)), "interface/achievements/glass_iconbox.webp")
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vbox:
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vbox:
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@ -20,7 +20,7 @@ init -1 python:
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# Add images to linting list to avoid undefined errors
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# Add images to linting list to avoid undefined errors
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for i in states.dolls:
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for i in states.dolls:
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prefix = "{}_main".format(i)
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prefix = get_character_tag(i)
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renpy.lint.image_prefixes[prefix] = True
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renpy.lint.image_prefixes[prefix] = True
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nodes = [i for i in renpy.game.script.all_stmts if isinstance(i, (renpy.ast.Say, renpy.ast.Menu))]
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nodes = [i for i in renpy.game.script.all_stmts if isinstance(i, (renpy.ast.Say, renpy.ast.Menu))]
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@ -80,12 +80,12 @@ init -1 python:
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def get_character_unlock(key):
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def get_character_unlock(key):
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if not key in states.dolls:
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if not key in states.dolls:
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raise KeyError("'{}' character is undefined.".format(key))
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raise KeyError("'{}' character is undefined.".format(key))
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return getattr(store, "{}_unlocked".format(key))
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return getattr(states, f"{key[:3]}").unlocked
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def get_character_mood(key):
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def get_character_mood(key):
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if not key in states.dolls:
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if not key in states.dolls:
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raise KeyError("'{}' character is undefined.".format(key))
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raise KeyError("'{}' character is undefined.".format(key))
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return getattr(store, "{}_mood".format(key[:3]))
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return getattr(states, f"{key[:3]}").mood
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def get_outfit_score(outfit):
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def get_outfit_score(outfit):
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"""Returns outfit 'lewdness' score"""
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"""Returns outfit 'lewdness' score"""
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@ -317,7 +317,7 @@ screen studio():
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vbox:
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vbox:
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for k, v in studio.drags.items():
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for k, v in studio.drags.items():
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$ active = (states.active_girl == k and v[1])
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$ active = (states.active_girl == k and v[1])
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$ unlocked = getattr(states, f"{k[:3]}").unlocked
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$ unlocked = get_character_unlock(k)
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if not v[1]:
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if not v[1]:
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$ action = [ SetDict(studio.drags[k], 1, True), Function(studio.drag_activated, [v[0]]), renpy.restart_interaction ]
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$ action = [ SetDict(studio.drags[k], 1, True), Function(studio.drag_activated, [v[0]]), renpy.restart_interaction ]
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