WTS/game/scripts/utility/common_labels.rpy
LoafyLemon dc212e80d1 Audio
* Added `sound` sfx channel
* Refactored and unified sound & music calls
* Fixed missing sounds in astoria events
* Removed hide_screens label (Redundant)
* Removed play_music, play_sound call labels
2023-03-11 22:01:39 +00:00

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# Hide all character images (not chibi)
label hide_characters:
hide hermione_main
hide luna_main
hide cho_main
hide astoria_main
hide susan_main
hide tonks_main
hide snape_main
hide screen genie_main
# Do not add transitions. Use one after return.
return
label update_interface_color(color=None):
if color in ["gold", "gray"]:
$ interface_color = color
elif game.daytime:
$ interface_color = "gold"
else:
$ interface_color = "gray"
return
# Reset menu
label reset_menu_position:
$ menu_x = 0.5
$ menu_y = 0.6
return
label bld(action=None):
if action == "hide":
hide screen bld1
else:
show screen bld1
with d3
return
label blktone:
show screen bld1 # blktone looks stupid without bld1
show screen blktone
with d5
return
label hide_blktone:
hide screen blktone
with d5
return
label blktone_top:
show screen bld1 # blktone looks stupid without bld1
show screen blktone # Has higher zorder than normal blktone
with d5
return
label hide_blktone_top:
hide screen blktone
with d5
return
label blkfade:
hide screen bld1
hide screen blktone
show screen blkfade
with d5
pause.2
return
label hide_blkfade:
hide screen blkfade
with d5
return
label ctc:
show screen ctc
with d3
pause
hide screen ctc
with d1
return
# Play day/night theme
label music_block:
if current_room == "main_room":
if game.daytime:
play music "music/Brittle Rille.ogg" fadein 1
else:
play music "music/Music for Manatees.ogg" fadein 1
elif current_room == "snape_office":
play music "music/the-other-side-of-the-door-by-kevin-macleod-from-filmmusic-io.ogg" fadein 1
return
label unlock_clothing(text="", item="interface/icons/box_blue_1.webp"):
$ menu_x = 0.5
$ menu_y = 0.75 #makes the menu lower so it isn't writing over the image.
show screen clothing_unlock(item)
show screen blktone
with d3
menu:
"[text]"
"-Done Reading-":
pass
hide screen clothing_unlock
hide screen blktone
with d3
$ item.unlock()
call reset_menu_position
return
label describe_mood(name, value):
call blktone
if 5 > value >= 1:
nar "[name] is a little upset with you..."
elif 10 > value >= 5:
nar "[name] is upset with you."
elif 20 > value >= 10:
nar "[name] is very upset with you."
elif 30 > value >= 20:
nar "[name] is mad at you."
elif 40 > value >= 30:
nar "[name] is very mad at you."
elif 50 > value >= 40:
nar "[name] is furious at you."
elif value >= 50:
nar "[name] hates your guts."
else:
nar "[name] is calm."
call hide_blktone
return
label describe_mood_after_gift(was_negative, mood, change):
if was_negative and mood == 0:
call notes
"She's no longer upset with you."
elif was_negative and change < 0:
"But she's still upset with you."
elif was_negative:
"She's still upset with you."
return
label notes():
play sound "sounds/win_04.ogg" #Not loud.
hide screen notes
show screen notes
return
label not_implemented():
"Not implemented."
return
label end_of_content():
$ renpy.choice_for_skipping()
"SilverStudioGames" "This concludes story progression for this character as of version [config.version].\nThere still may be side events and activities that you have missed, but main story won't progress past this point."
"SilverStudioGames" "We hope you have enjoyed yourself. Stay tuned for more in the future."
call notes
nar " All stats have been maxed out. You can now use all of the wardrobe options."
return