forked from SilverStudioGames/WTS
493 lines
17 KiB
Plaintext
493 lines
17 KiB
Plaintext
default UI_xpos_offset = 230
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default UI_ypos_offset = 150
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default map_animated = "once"
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define map_scale = 0.35
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define map_ani_time = 1.5
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transform map_fadein:
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alpha 0
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pause (map_ani_time)
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linear 1 alpha 1
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image map_unfold:
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"interface/map/anim/map_03.webp"
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pause map_ani_time/3
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"interface/map/anim/map_02.webp" with Dissolve(map_ani_time/3)
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pause map_ani_time/3
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"interface/map/anim/map_01.webp" with Dissolve(map_ani_time/3)
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pause map_ani_time/3
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"interface/map/map.webp" with Dissolve(1)
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pause 1
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"interface/map/map.webp"
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screen map_screen():
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tag map
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zorder 4
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# Default avoids changing the screen if the animation is toggled quickly
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default unfold = map_animated
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# Disable animation after first time (can still be toggled)
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if map_animated == "once":
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timer map_ani_time+1 action SetVariable("map_animated", False)
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if unfold:
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add "map_unfold" xpos UI_xpos_offset ypos UI_ypos_offset zoom map_scale # 588x420
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else:
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add "interface/map/map.webp" xpos UI_xpos_offset ypos UI_ypos_offset zoom map_scale # 588x420
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fixed:
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if unfold:
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at map_fadein
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use map_buttons
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use map_screen_characters
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screen map_buttons():
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tag map
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zorder 4
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#Office
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imagebutton:
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xpos UI_xpos_offset +112
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ypos UI_ypos_offset +234
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idle "interface/map/room_office_idle.webp"
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hover "interface/map/room_office_hover.webp"
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hovered SetScreenVariable("ball_hint", "office")
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unhovered SetScreenVariable("ball_hint", None)
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action Return("main_room_menu")
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#Gryffindor
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imagebutton:
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xpos UI_xpos_offset +148
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ypos UI_ypos_offset +214
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idle "interface/map/room_gryffindor_idle.webp"
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# hover "interface/map/room_gryffindor_hover.webp"
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# hovered SetScreenVariable("ball_hint", "dorm_gryffindor")
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# unhovered SetScreenVariable("ball_hint", None)
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# action Return("gryffindor_dormitories")
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#Ravenclaw
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imagebutton:
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xpos UI_xpos_offset +286
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ypos UI_ypos_offset +256
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idle "interface/map/room_ravenclaw_idle.webp"
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# hover "interface/map/room_ravenclaw_hover.webp"
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# hovered SetScreenVariable("ball_hint", "dorm_ravenclaw")
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# unhovered SetScreenVariable("ball_hint", None)
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# action Return("ravenclaw_dormitories")
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#Hufflepuff
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imagebutton:
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xpos UI_xpos_offset +76
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ypos UI_ypos_offset +295
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idle "interface/map/room_hufflepuff_idle.webp"
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#hovered SetScreenVariable("ball_hint", "dorm_hufflepuff")
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#unhovered SetScreenVariable("ball_hint", None)
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#hover "interface/map/room_hufflepuff_hover.webp"
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#action Return("hufflepuff_dormitories")
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#Slytherin
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imagebutton:
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xpos UI_xpos_offset +214
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ypos UI_ypos_offset +136
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idle "interface/map/room_slytherin_idle.webp"
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#hovered SetScreenVariable("ball_hint", "dorm_slytherin")
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#unhovered SetScreenVariable("ball_hint", None)
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#hover "interface/map/room_slytherin_hover.webp"
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#action Return("slytherin_dormitories")
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#Weasley Store 15 x 15
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if not item_store_intro_done:
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add "interface/achievements/glow.webp" pos (UI_xpos_offset+246, UI_ypos_offset+231) align (0.5, 0.5) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
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imagebutton:
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xpos UI_xpos_offset +246
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ypos UI_ypos_offset +231
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idle "interface/map/room_weasley_store_idle.webp"
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hover "interface/map/room_weasley_store_hover.webp"
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hovered SetScreenVariable("ball_hint", "weasley_store")
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unhovered SetScreenVariable("ball_hint", None)
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action Return("item_store")
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#Clothing Store
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if not clothing_store_intro_done:
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add "interface/achievements/glow.webp" pos (UI_xpos_offset+462, UI_ypos_offset+231) align (0.5, 0.5) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
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imagebutton:
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xpos UI_xpos_offset +462
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ypos UI_ypos_offset +231
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idle "interface/map/room_clothing_store_idle.webp"
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hover "interface/map/room_clothing_store_hover.webp"
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hovered SetScreenVariable("ball_hint", "clothing_store")
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unhovered SetScreenVariable("ball_hint", None)
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action Return("clothing_store")
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# Snape's Office
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if not states.map.snape_office.visited:
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add "interface/achievements/glow.webp" pos (UI_xpos_offset+314, UI_ypos_offset+331) align (0.5, 0.5) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
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imagebutton:
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xpos UI_xpos_offset +314
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ypos UI_ypos_offset +331
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idle "interface/map/room_potions_idle.webp"
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hover "interface/map/room_potions_hover.webp"
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hovered SetScreenVariable("ball_hint", "potions")
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unhovered SetScreenVariable("ball_hint", None)
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action Return("snape_office")
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#Room of Requirement
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if states.map.seventh_floor.unlocked:
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if not states.map.room_of_requirement.intro_e1:
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add "interface/achievements/glow.webp" pos (UI_xpos_offset+116, UI_ypos_offset+160) align (0.5, 0.5) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
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imagebutton:
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xpos UI_xpos_offset +116
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ypos UI_ypos_offset +160
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unhovered SetScreenVariable("ball_hint", None)
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hovered SetScreenVariable("ball_hint", "room_of_req")
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action Return("seventh_floor")
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if not states.map.seventh_floor.visited:
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idle "interface/map/room_ror_empty_idle.webp"
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hover "interface/map/room_ror_empty_hover.webp"
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else:
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idle "interface/map/room_ror_idle.webp"
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hover "interface/map/room_ror_hover.webp"
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#Lake
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imagebutton:
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xpos UI_xpos_offset +131
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ypos UI_ypos_offset +367
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idle "interface/map/room_boat_house_idle.webp"
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# hover "interface/map/room_boat_house_hover.webp"
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# hovered SetScreenVariable("ball_hint", "lake")
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# unhovered SetScreenVariable("ball_hint", None)
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# action Return("map_lake")
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#Forest
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imagebutton:
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xpos UI_xpos_offset +103
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ypos UI_ypos_offset +12
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idle "interface/map/room_north_courtyard_idle.webp"
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# hover "interface/map/room_north_courtyard_hover.webp"
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# hovered SetScreenVariable("ball_hint", "forest")
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# unhovered SetScreenVariable("ball_hint", None)
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# action Return("map_forest")
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#Attic
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if states.her.ev.sealed_scroll.examined:
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if not states.her.ev.sealed_scroll.sample:
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add "interface/achievements/glow.webp" pos (UI_xpos_offset+340, UI_ypos_offset+226) align (0.5, 0.5) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
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imagebutton:
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xpos UI_xpos_offset +340
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ypos UI_ypos_offset +226
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idle "interface/map/room_attic_closed_idle.webp"
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hover "interface/map/room_attic_closed_hover.webp"
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hovered SetScreenVariable("ball_hint", "attic")
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unhovered SetScreenVariable("ball_hint", None)
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action Return("map_attic")
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else:
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imagebutton:
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xpos UI_xpos_offset +340
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ypos UI_ypos_offset +226
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idle "interface/map/room_attic_open_idle.webp"
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hover "interface/map/room_attic_open_hover.webp"
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hovered SetScreenVariable("ball_hint", "attic")
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unhovered SetScreenVariable("ball_hint", None)
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action Return("map_attic")
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# Map animation toggle
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textbutton "Animation":
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style gui.theme("check_button")
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pos (700, 530)
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selected map_animated
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tooltip "Toggles map folding animation"
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action ToggleVariable("map_animated", True, False)
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label set_her_map_location(location=""):
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if location != "":
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if location == "library":
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$ states.her.map_location = "library"
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elif location in ["gryffindor_room","gryff_room","room_g"]:
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$ states.her.map_location = "room_g"
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elif location in ["slytherin_room","slyth_room","room_s"]:
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$ states.her.map_location = "room_s"
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elif location == "great_hall":
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$ states.her.map_location = "great_hall"
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elif location == "courtyard":
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$ states.her.map_location = "courtyard"
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else: #Random
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if states.her.level < 11:
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if random_map_loc in [1,2]: #Library
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$ states.her.map_location = "library"
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elif random_map_loc in [3]: #Great Hall
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$ states.her.map_location = "great_hall"
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else: #Gryff Room
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$ states.her.map_location = "room_g"
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else:
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if states.her.public_level < 12:
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if random_map_loc == 1: #Great Hall
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$ states.her.map_location = "great_hall"
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elif random_map_loc == 2: #Courtyard
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$ states.her.map_location = "courtyard"
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else: #Gryff Room
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$ states.her.map_location = "room_g"
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else:
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if random_map_loc == 1: #Slytherin Room
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$ states.her.map_location = "room_s"
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elif random_map_loc == 2: #Courtyard
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$ states.her.map_location = "courtyard"
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else: #Gryff Room
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$ states.her.map_location = "room_g"
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if states.her.status.blowjob == True and game.weather in ("clear", "cloudy") and not game.daytime and not states.her.busy:
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$ states.her.map_location = "forest"
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call update_character_map_locations
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return
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label set_lun_map_location(location = ""):
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if location != "":
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if location == "greenhouse":
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$ states.lun.map_location = "greenhouse"
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elif location == "forest":
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$ states.lun.map_location = "forest"
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elif location in ["ravenclaw_room","raven_room","room_r"]:
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$ states.lun.map_location = "room_r"
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else: #Random
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if random_map_loc in [1]:
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$ states.lun.map_location = "greenhouse"
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elif random_map_loc in [2,3]:
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$ states.lun.map_location = "forest"
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else: #Ravenclaw Room
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$ states.lun.map_location = "room_r"
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call update_character_map_locations
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return
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label set_ast_map_location(location = ""):
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if location != "":
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if location == "courtyard":
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$ states.ast.map_location = "courtyard"
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elif location in ["slytherin_room","slyth_room","room_s"]:
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$ states.ast.map_location = "room_s"
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elif location in ["defense_classroom"]:
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$ states.ast.map_location = "defense"
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else: #Random
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if random_map_loc in [1,2]:
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$ states.ast.map_location = "courtyard"
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else: #Slytherin Room
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$ states.ast.map_location = "room_s"
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call update_character_map_locations
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return
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label set_sus_map_location(location = ""):
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if location != "":
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if location == "great_hall":
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$ states.sus.map_location = "great_hall"
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elif location in ["hufflepuff_room","huffl_room","room_h"]:
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$ states.sus.map_location = "room_r"
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else: #Random
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if random_map_loc in [1,2]:
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$ states.sus.map_location = "great_hall"
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else: #Hufflepuff Room
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$ states.sus.map_location = "room_h"
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call update_character_map_locations
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return
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label set_cho_map_location(location = ""):
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if location != "":
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if location == "training_grounds":
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$ states.cho.map_location = "training_grounds"
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elif location in ["ravenclaw_room","raven_room","room_r"]:
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$ states.cho.map_location = "room_r"
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else: #Random
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if random_map_loc in [1,2]:
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$ states.cho.map_location = "training_grounds"
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else: #Ravenclaw Room
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$ states.cho.map_location = "room_r"
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call update_character_map_locations
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return
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label update_character_map_locations:
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if states.her.map_location == "library":
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$ her_map_xpos = 685
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$ her_map_ypos = 94
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if states.her.map_location == "room_g":
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$ her_map_xpos = 340
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$ her_map_ypos = 212
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if states.her.map_location == "room_s":
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$ her_map_xpos = 440
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$ her_map_ypos = 184
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if states.her.map_location == "great_hall":
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$ her_map_xpos = 300
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$ her_map_ypos = 240
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if states.her.map_location == "courtyard":
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$ her_map_xpos = 674
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$ her_map_ypos = 216
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if states.her.map_location == "forest":
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$ her_map_xpos = 290
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$ her_map_ypos = 40
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#Luna
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if states.lun.map_location == "room_r":
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$ lun_map_xpos = 536
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$ lun_map_ypos = 242
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if states.lun.map_location == "forest":
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$ lun_map_xpos = 430
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$ lun_map_ypos = 50
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if states.lun.map_location == "greenhouse":
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$ lun_map_xpos = 680
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$ lun_map_ypos = 320
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#Astoria
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if states.ast.map_location == "room_s":
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$ ast_map_xpos = 476
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$ ast_map_ypos = 118
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if states.ast.map_location == "courtyard":
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$ ast_map_xpos = 634
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$ ast_map_ypos = 254
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if states.ast.map_location == "defense": #Event
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$ ast_map_xpos = 530
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$ ast_map_ypos = 190
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#Susan
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if states.sus.map_location == "room_h":
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$ sus_map_xpos = 360
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$ sus_map_ypos = 320
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if states.sus.map_location == "great_hall":
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$ sus_map_xpos = 300
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$ sus_map_ypos = 280
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#Cho
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if states.cho.map_location == "room_r":
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$ cho_map_xpos = 494
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$ cho_map_ypos = 276
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if states.cho.map_location == "training_grounds":
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$ cho_map_xpos = 750
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$ cho_map_ypos = 50
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#Tonks
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$ ton_map_xpos = 548
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$ ton_map_ypos = 156
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#Snape
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if game.daytime:
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$ sna_map_xpos = 595
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$ sna_map_ypos = 270
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else:
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$ sna_map_xpos = 598
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$ sna_map_ypos = 348
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return
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screen map_screen_characters():
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tag map
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zorder 5
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$ UI_xpos_offset = 0
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#Hermione
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if states.her.unlocked:
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if states.her.map_location == "forest": # Mark forest event.
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add "interface/achievements/glow.webp" pos (UI_xpos_offset+her_map_xpos, UI_ypos_offset+her_map_ypos) align (0.5, 0.5) zoom 0.15 alpha 0.5 at rotate_circular
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imagebutton:
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xpos +UI_xpos_offset +her_map_xpos
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ypos +UI_ypos_offset +her_map_ypos
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xalign 0.5
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yalign 0.5
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idle "interface/map/name_hermione.webp"
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hover "interface/map/name_hermione_hover.webp"
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hovered SetScreenVariable("ball_hint", "summon_hermione")
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unhovered SetScreenVariable("ball_hint", None)
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action Return("hermione")
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#Luna
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if states.lun.unlocked:
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imagebutton:
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xpos UI_xpos_offset+ lun_map_xpos
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ypos UI_ypos_offset+ lun_map_ypos
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xalign 0.5
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yalign 0.5
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idle "interface/map/name_luna.webp"
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hover "interface/map/name_luna_hover.webp"
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hovered SetScreenVariable("ball_hint", "summon_luna")
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unhovered SetScreenVariable("ball_hint", None)
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action Return("luna")
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#Astoria
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if states.ast.unlocked:
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imagebutton:
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xpos UI_xpos_offset +ast_map_xpos
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ypos UI_ypos_offset +ast_map_ypos
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xalign 0.5
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yalign 0.5
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idle "interface/map/name_astoria.webp"
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hover "interface/map/name_astoria_hover.webp"
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hovered SetScreenVariable("ball_hint", "summon_astoria")
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unhovered SetScreenVariable("ball_hint", None)
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action Return("astoria")
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#Susan
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if states.sus.unlocked:
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imagebutton:
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xpos UI_xpos_offset +sus_map_xpos
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ypos UI_ypos_offset +sus_map_ypos
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xalign 0.5
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yalign 0.5
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idle "interface/map/name_susan.webp"
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hover "interface/map/name_susan_hover.webp"
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hovered SetScreenVariable("ball_hint", "summon_susan")
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unhovered SetScreenVariable("ball_hint", None)
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action Return("susan")
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#Cho
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if states.cho.unlocked:
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imagebutton:
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xpos UI_xpos_offset +cho_map_xpos
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ypos UI_ypos_offset +cho_map_ypos
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xalign 0.5
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yalign 0.5
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|
idle "interface/map/name_cho.webp"
|
|
hover "interface/map/name_cho_hover.webp"
|
|
hovered SetScreenVariable("ball_hint", "summon_cho")
|
|
unhovered SetScreenVariable("ball_hint", None)
|
|
action Return("cho")
|
|
|
|
#Snape
|
|
if states.sna.unlocked:
|
|
imagebutton:
|
|
xpos UI_xpos_offset +sna_map_xpos
|
|
ypos UI_ypos_offset +sna_map_ypos
|
|
xalign 0.5
|
|
yalign 0.5
|
|
idle "interface/map/name_snape.webp"
|
|
hover "interface/map/name_snape_hover.webp"
|
|
hovered SetScreenVariable("ball_hint", "summon_snape")
|
|
unhovered SetScreenVariable("ball_hint", None)
|
|
action Return("snape")
|
|
|
|
#Tonks
|
|
if states.ton.unlocked:
|
|
imagebutton:
|
|
xpos UI_xpos_offset +ton_map_xpos
|
|
ypos UI_ypos_offset +ton_map_ypos
|
|
xalign 0.5
|
|
yalign 0.5
|
|
idle "interface/map/name_tonks.webp"
|
|
hover "interface/map/name_tonks_hover.webp"
|
|
hovered SetScreenVariable("ball_hint", "summon_tonks")
|
|
unhovered SetScreenVariable("ball_hint", None)
|
|
action Return("tonks")
|