forked from SilverStudioGames/WTS
Yule ball, odd jobs, and menus
* Converted Hermione's jobs into new system and added them into the new 'Odd jobs' favor section * Converted Hermione's yule ball event chain into the new system * Improved milestone unlock for Hermione tier 4 * Improved menu exit choice handling * Moved unused labels outside the script files * Reimplemented disabled menu option
This commit is contained in:
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355
game/scripts/characters/hermione/events/jobs_NOT_IN_USE.txt
Normal file
355
game/scripts/characters/hermione/events/jobs_NOT_IN_USE.txt
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Load Diff
@ -162,20 +162,27 @@ label hermione_favor_menu:
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jump hermione_favor_menu
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jump hermione_favor_menu
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"-Personal favours-" (icon="interface/icons/small/heart_red.webp"):
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"-Personal favours-" (icon="interface/icons/small/heart_red.webp"):
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label .favors:
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call tutorial("hearts")
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call tutorial("hearts")
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$ result = show_events_menu(hermione_favors)
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$ result = show_events_menu(hermione_favors)
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if result:
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if result == "disabled":
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"You haven't unlocked this favor opportunity yet."
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jump .favors
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elif result == "exit":
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jump .skip_points_check
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else:
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$ result.start()
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$ result.start()
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jump hermione_favor_menu
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"-Public requests-" (icon="interface/icons/small/star_yellow.webp", style="disabled") if not game.daytime:
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"-Public requests-" (icon="interface/icons/small/star_yellow.webp", style="disabled") if not game.daytime:
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nar "Public requests are available during the day only."
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nar "Public requests are available during the day only."
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jump .skip_points_check
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jump .skip_points_check
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"-Public requests-" (icon="interface/icons/small/star_yellow.webp") if game.daytime:
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"-Public requests-" (icon="interface/icons/small/star_yellow.webp") if game.daytime:
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label .requests:
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if states.her.public_level >= 16 and not "public" in states.her.ev.yule_ball.variant:
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if states.her.public_level >= 16 and not "public" in states.her.ev.yule_ball.variant:
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# Public whore ending choice
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# Public whore ending choice
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$ renpy.choice_for_skipping()
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$ renpy.choice_for_skipping()
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@ -192,10 +199,30 @@ label hermione_favor_menu:
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$ result = show_events_menu(hermione_requests)
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$ result = show_events_menu(hermione_requests)
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if result:
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if result == "disabled":
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"You haven't unlocked this request opportunity yet."
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jump .requests
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elif result == "exit":
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jump .skip_points_check
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else:
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$ result.start()
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$ result.start()
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jump hermione_favor_menu
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"-Odd Jobs-" (icon="interface/icons/small/gold.webp"):
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label .odd_jobs:
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$ result = show_events_menu(hermione_jobs, report_progress=False)
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if result == "disabled":
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"You haven't unlocked this job opportunity yet."
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jump .odd_jobs
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elif result == "exit":
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jump .skip_points_check
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else:
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$ result.start()
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"-Odd Jobs-" (icon="interface/icons/small/gold.webp", style="disabled") if not game.daytime:
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nar "Public requests are available during the day only."
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jump .skip_points_check
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"-Public Shaming-" (icon="interface/icons/small/star_pink.webp", style="disabled") if not game.daytime:
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"-Public Shaming-" (icon="interface/icons/small/star_pink.webp", style="disabled") if not game.daytime:
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nar "Public Shaming events are available during the day only."
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nar "Public Shaming events are available during the day only."
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@ -1,60 +1,5 @@
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label hermione_talk:
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label hermione_talk:
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menu:
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menu:
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"-Working-" (icon="interface/icons/small/gold.webp") if states.her.favors_unlocked:
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label working_menu:
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menu:
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"-Work as a maid-" if game.daytime and her_outfit_maid.unlocked:
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jump job_1
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"-Work as a maid-" (style="disabled") if game.daytime and not her_outfit_maid.unlocked:
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gen "(I'll need an outfit for hermione if I want her to work.)" ("base", xpos="far_left", ypos="head")
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jump working_menu
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"-Work as a maid-" (style="disabled") if not game.daytime:
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"This job is only available during the day."
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jump working_menu
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#"-Work as a cheerleader for Gryffindor-" if game.daytime and (hg_cheer_g_ITEM.unlocked or hg_cheer_g_sexy_ITEM.unlocked):
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#jump job_3
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#"-Work as a cheerleader for Gryffindor-" if game.daytime and not (hg_cheer_g_ITEM.unlocked or hg_cheer_g_sexy_ITEM.unlocked):
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#gen "(I'll need an outfit for hermione if I want her to work.)" ("base", xpos="far_left", ypos="head")
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#jump working_menu
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#"-Work as a cheerleader for Gryffindor-" (style="disabled") if not game.daytime:
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#"This job is only available during the day."
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#jump working_menu
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#"-Work as a cheerleader for Slytherin-" if game.daytime and (hg_cheer_s_ITEM.unlocked or hg_cheer_s_sexy_ITEM.unlocked):
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#jump job_4
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#"-Work as a cheerleader for Slytherin-" if game.daytime and not (hg_cheer_s_ITEM.unlocked or hg_cheer_s_sexy_ITEM.unlocked):
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#gen "(I'll need a slytherin cheerleader outfit for hermione if I want her to work.)" ("base", xpos="far_left", ypos="head")
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#jump working_menu
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#"-Work as a cheerleader for Slytherin-" (style="disabled") if not game.daytime:
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#"This job is only available during the day."
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#jump working_menu
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"-Hidden-" (style="disabled") if not states.her.ev.promote_cardgame.offered or not poker_outfit_ITEM.unlocked:
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"You haven't unlocked this job opportunity yet."
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jump working_menu
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"-Work by advertising the card game-" (style="disabled") if states.her.ev.promote_cardgame.offered and poker_outfit_ITEM.unlocked and not her_outfit_poker.unlocked:
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gen "(I'll need an outfit for Hermione if I want her to work.)" ("base", xpos="far_left", ypos="head")
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gen "(Maybe the twins have something fitting for her in their stock.)" ("base", xpos="far_left", ypos="head")
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jump working_menu
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"-Work by advertising the card game-" (style="disabled") if not game.daytime and states.her.ev.promote_cardgame.offered and her_outfit_poker.unlocked:
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"This job is only available during the day."
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jump working_menu
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"-Work by advertising the card game-" if game.daytime and states.her.ev.promote_cardgame.offered and her_outfit_poker.unlocked:
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jump job_5
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"-Never mind-":
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jump hermione_talk
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### Astoria ###
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### Astoria ###
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"-Ask her to help Tonks-" (icon="interface/icons/small/tonks.webp") if states.ast.ev.intro.e1_complete and not states.ast.ev.intro.e3_complete:
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"-Ask her to help Tonks-" (icon="interface/icons/small/tonks.webp") 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_hermione:
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if states.ast.ev.intro.e2_ask_hermione:
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@ -1,5 +1,7 @@
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### Yule Ball Ending ###
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### Yule Ball Ending ###
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default her_ev_yule_ball_ending_e1 = Event(id="her_ev_yule_ball_ending_e1", wait=2, label="ball_ending_E1", priority=0, req="game.daytime", repeat=False)
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label ball_ending_start:
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label ball_ending_start:
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gen "[name_hermione_genie], that ball you've mentioned..." ("base", xpos="far_left", ypos="head")
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gen "[name_hermione_genie], that ball you've mentioned..." ("base", xpos="far_left", ypos="head")
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gen "When did you say it would start again?" ("base", xpos="far_left", ypos="head")
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gen "When did you say it would start again?" ("base", xpos="far_left", ypos="head")
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@ -16,10 +18,10 @@ label ball_ending_start:
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$ states.her.ev.yule_ball.started = True
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$ states.her.ev.yule_ball.started = True
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$ ss_event_pause += 2
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$ ss_event_pause += 2
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$ her_ev_yule_ball_ending_e1.enqueue()
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jump hermione_favor_menu
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jump hermione_favor_menu
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screen genie_snape_shake_hands(shake=False):
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screen genie_snape_shake_hands(shake=False):
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if shake:
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if shake:
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add "characters/snape/chibis/handshake/hand_01.webp" pos (220, 205) zoom 0.5
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add "characters/snape/chibis/handshake/hand_01.webp" pos (220, 205) zoom 0.5
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@ -1,4 +1,9 @@
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default her_ev_yule_ball_e4 = Event(id="her_ev_yule_ball_e4", wait=2, label="ball_quest_E4", priority=15, req="game.daytime", repeat=False)
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default her_ev_yule_ball_e3 = Event(id="her_ev_yule_ball_e3", wait=4, label="ball_quest_E3", priority=15, req="game.daytime", repeat=False, subevents=["her_ev_yule_ball_e4"])
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default her_ev_yule_ball_e2 = Event(id="her_ev_yule_ball_e2", wait=1, label="ball_quest_E2", priority=15, req="game.daytime", repeat=False, subevents=["her_ev_yule_ball_e3"])
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default her_ev_yule_ball_e1 = Event(id="her_ev_yule_ball_e1", label="ball_quest_E1", priority=15, req="states.her.tier >= 6 and game.daytime and not states.her.ev.yule_ball.e1_complete", autoenqueue=True, repeat=False, subevents=["her_ev_yule_ball_e2"])
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#hermione asks genie about who will be in-charge of the ball
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#hermione asks genie about who will be in-charge of the ball
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label ball_quest_E1:
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label ball_quest_E1:
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stop music fadeout 1.0
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stop music fadeout 1.0
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@ -609,7 +614,7 @@ label ball_quest_E4:
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gen "[name_hermione_genie]?" ("base", xpos="far_left", ypos="head")
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gen "[name_hermione_genie]?" ("base", xpos="far_left", ypos="head")
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her "Sorry to disturb you [name_genie_hermione]..." ("open", "base", "worried", "mid", xpos="right", ypos="base")
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her "Sorry to disturb you [name_genie_hermione]..." ("open", "base", "worried", "mid", xpos="right", ypos="base")
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her "I came to apologise for my..." ("open", "base", "worried", "R")
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her "I came to apologise for my..." ("open", "base", "worried", "R")
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her "... My hysterical behaviour yesterday."
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her "... My hysterical behaviour the other day."
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gen "Sure thing, don't worry about it." ("base", xpos="far_left", ypos="head")
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gen "Sure thing, don't worry about it." ("base", xpos="far_left", ypos="head")
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her "Thank you, [name_genie_hermione]." ("open", "base", "base", "mid")
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her "Thank you, [name_genie_hermione]." ("open", "base", "base", "mid")
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her "Still, I cannot help but feel awful for causing a scene..." ("open", "closed", "angry", "mid")
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her "Still, I cannot help but feel awful for causing a scene..." ("open", "closed", "angry", "mid")
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@ -242,22 +242,6 @@ label quests:
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$ play_potion_return("astoria")
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$ play_potion_return("astoria")
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#
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# SEVERUS SNAPE - EVENTS
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#
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if ss_event_pause == 0:
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if game.daytime:
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# Ending events
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if states.her.level >= 15 and states.her.ev.yule_ball.e1_complete and not states.her.ev.yule_ball.e2_complete:
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# Snape complains that appointing Hermione in the Autumn Ball committee was a mistake.
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jump ball_quest_E2
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else:
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# Ending events
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if states.her.ev.yule_ball.started and not states.her.ev.yule_ball.complete:
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jump ball_ending_E1
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#
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#
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# NYMPHADORA TONKS - EVENTS
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# NYMPHADORA TONKS - EVENTS
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#
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#
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@ -281,30 +265,8 @@ label quests:
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if hg_event_pause == 0:
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if hg_event_pause == 0:
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if game.daytime:
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if game.daytime:
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# Ending events
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pass
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if states.her.level >= 15 and not states.her.ev.yule_ball.e1_complete:
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# Hermione wants to be in the Autumn Ball committee.
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jump ball_quest_E1
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if states.her.level >= 18 and states.her.ev.yule_ball.e2_complete and not states.her.ev.yule_ball.e3_complete:
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# Hermione cries about having no proper dress for the Ball.
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jump ball_quest_E3
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if states.her.level >= 18 and states.her.ev.yule_ball.e3_complete and not states.her.ev.yule_ball.e4_complete:
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# Hermione apologizes for the day (event) before.
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jump ball_quest_E4
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else:
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else:
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if current_job == "maid":
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jump maid_responses
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elif current_job == "barmaid":
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jump barmaid_responses
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elif current_job == "gryffindor_cheerleader":
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jump gryffindor_cheer_responses
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elif current_job == "slytherin_cheerleader":
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jump slytherin_cheer_responses
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elif current_job == "promoter":
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jump hermione_helping_selling_cards
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python:
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python:
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for i in hg_ps_list: #Call any public shaming event if it's in progress
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for i in hg_ps_list: #Call any public shaming event if it's in progress
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if i.inProgress:
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if i.inProgress:
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@ -305,7 +305,9 @@ init -1 python:
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# We need to add these after defaults are finished.
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# We need to add these after defaults are finished.
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renpy.config.label_callbacks.append(execute_event_callbacks)
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renpy.config.label_callbacks.append(execute_event_callbacks)
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def show_events_menu(queues, filter=False, **kwargs):
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def show_events_menu(queues, filter=False, report_progress=True, **kwargs):
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# This function is a stop gap until we update interfaces. Because it's not tied to any internals,
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# it can be easily replaced or changed in the future without breaking save compatibility.
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def menu_hints(queue, filter):
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def menu_hints(queue, filter):
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filtered_queue = queue.list_filtered() if filter is False else queue.list_filtered(filter)
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filtered_queue = queue.list_filtered() if filter is False else queue.list_filtered(filter)
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total_applicable = len(filtered_queue)
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total_applicable = len(filtered_queue)
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@ -313,17 +315,15 @@ init -1 python:
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completed = 0
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completed = 0
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icons = []
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icons = []
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path = "interface/icons/small/"
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for ev in filtered_queue:
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for ev in filtered_queue:
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if ev.completed:
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if ev.completed:
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icons.append("interface/icons/small/heart_red.webp")
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icons.append(f"interface/icons/small/heart_red.webp")
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completed += 1
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completed += 1
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elif ev.completed_failed:
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elif ev.completed_failed:
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icons.append("interface/icons/small/heart_black.webp")
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icons.append(f"interface/icons/small/heart_black.webp")
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completed += 1
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completed += 1
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else:
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else:
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icons.append("interface/icons/small/heart_empty.webp")
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icons.append(f"interface/icons/small/heart_empty.webp")
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hints = f" {completed}/{total_applicable}/{total_events}"
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hints = f" {completed}/{total_applicable}/{total_events}"
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queue = getattr(store, queue)
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queue = getattr(store, queue)
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hints, icons = menu_hints(queue, filter)
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hints, icons = menu_hints(queue, filter)
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_kwargs = {"progress": icons}
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title = f"-{title}-"
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title = f"-{title}-"
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if config.developer:
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if config.developer:
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title += hints
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title += hints
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if ( ev := queue.next()) and ev.requirements_met():
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action = queue
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else:
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action = "disabled"
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_kwargs = {}
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if report_progress:
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_kwargs = {"progress": icons}
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if action == "disabled":
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_kwargs["style"] = "disabled"
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location = renpy.game.context().current
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location = renpy.game.context().current
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choice = ui.ChoiceReturn(title, queue, location, kwargs=_kwargs)
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choice = ui.ChoiceReturn(title, action, location, kwargs=_kwargs)
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l.append( (title, choice) )
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l.append( (title, choice) )
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l.append( ("-Never mind-", False) )
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l.append( ("-Never mind-", "exit") )
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return renpy.display_menu(l, **kwargs)
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return renpy.display_menu(l, **kwargs)
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config.after_default_callbacks.append(initialize_event_callbacks)
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config.after_default_callbacks.append(initialize_event_callbacks)
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Reference in New Issue
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