WTS/game/scripts/wardrobe/wardrobe.rpy
LoafyLemon e1feea93d4 Bug fixes
* Fixed Hermione's card game job opportunity logic
* Fixed keysym lacking an action in save ui.
* Fixed missing image definitions
* Fixed outfit randomizer affecting bodypart layers
* Fixed a typo
2023-03-14 23:26:12 +00:00

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default wardrobe_music = False
default wardrobe_chitchats = True
default wardrobe_autosave = False
default wardrobe_loaded = False
default wardrobe_suppress_warnings = False
default wardrobe_randomise_color = False
default wardrobe_global_color = False
# Used as custom order for the sorting
define wardrobe_subcategories_sorted = {
"hair": 5, "shirts": 5, "skirts": 5, "pantyhose": 5, "slot1": 5, "panties": 5, "save": 5,
"earrings": 4, "sweaters": 4, "trousers": 4, "stockings": 4, "bikini panties": 4, "load": 4,
"neckwear": 3, "dresses": 3, "shorts": 3, "socks": 3, "schedule": 3,
"one-piece suits": 2, "import": 2,
"robes": 1, "export": 1,
"gloves": 0, "pubes": 0, "delete": 0,
"other": -1,
}
define wardrobe_categories = ("head", "piercings & tattoos", "upper body", "upper undergarment", "lower body", "lower undergarment", "legwear", "misc")
define wardrobe_outfit_schedule = ("day", "night", "cloudy", "rainy", "snowy")
label wardrobe:
$ gui.in_context("wardrobe_menu")
return
screen wardrobe(xx, yy):
tag wardrobe
zorder 24
modal True
predict False
add "gui_fade"
if renpy.mobile:
use close_button_background
use close_button
fixed:
# TODO: Wardrobe doesn't work well with the gui animation
# if settings.get("animations"):
# at gui_animation
use wardrobe_menu(xx, yy)
if current_category == "outfits":
use wardrobe_outfit_menuitem(20, 50)
elif current_subcategory != None:
use wardrobe_menuitem(20, 50)
label wardrobe_menu():
python:
char_active = get_character_object(active_girl)
char_outfit = get_character_outfit(active_girl, type="last")
char_outfit.save()
wardrobe_subcategories = char_active.wardrobe
if renpy.android:
wardrobe_subcategories.update( { "outfits": { k:char_active.outfits for k in {"load", "save", "delete", "schedule"} } } )
else:
wardrobe_subcategories.update( { "outfits": { k:char_active.outfits for k in {"load", "save", "delete", "schedule", "import", "export"} } } )
# Defaults
current_category = "head"
category_items = OrderedDict(sorted(iter(list(wardrobe_subcategories.get(current_category, {}).items())), key=lambda x: wardrobe_subcategories_sorted.get(x[0], 0), reverse=True))
current_subcategory = list(category_items.keys())[0] if category_items else ""
menu_items = [x for x in category_items.get(current_subcategory, []) if x.unlocked==True]
current_item = char_active.get_equipped_item(menu_items)
last_track = renpy.music.get_playing()
if wardrobe_music:
play music "music/Spring_In_My_Step.ogg" fadein 1
show screen wardrobe(662, 50)
label .after_init:
# Not to self: Do not use a python: block, because
# renpy cannot return to the middle of a python block
# while mixing python and renpy scope
# https://github.com/renpy/renpy/issues/959
$ _choice = ui.interact()
if _choice[0] == "category":
if not current_category == _choice[1]:
if wardrobe_check_category(_choice[1]):
$ wardrobe_loaded = False
$ current_category = _choice[1]
$ category_items = OrderedDict(sorted(iter(wardrobe_subcategories.get(current_category, {}).items()), key=lambda x: wardrobe_subcategories_sorted.get(x[0], 0), reverse=True))
$ current_subcategory = list(category_items.keys())[0] if category_items else ""
$ menu_items = [x for x in category_items.get(current_subcategory, []) if x.unlocked==True]
if current_category == "outfits":
$ _outfit = char_active.create_outfit(temp=True)
$ current_item = next( (x for x in char_active.outfits if _outfit == x), None)
else:
$ current_item = char_active.get_equipped_item(menu_items)
$ char_active.wear("all")
if current_category in ("lower undergarment", "upper undergarment"):
$ char_active.strip("top", "bottom", "robe", "accessory")
elif current_category == "piercings & tattoos":
$ char_active.strip("top", "bottom", "robe", "accessory", "bra", "panties", "stockings", "gloves")
else:
$ wardrobe_react("category_fail", _choice[1])
elif _choice[0] == "subcategory":
if not current_subcategory == _choice[1]:
$ wardrobe_loaded = False
$ current_subcategory = _choice[1]
if current_subcategory == "import":
$ menu_items = list_outfit_files()
else:
$ menu_items = [x for x in category_items.get(current_subcategory) if x.unlocked==True]
if current_category == "outfits":
$ _outfit = char_active.create_outfit(temp=True)
$ current_item = next( (x for x in char_active.outfits if _outfit == x), None)
else:
$ current_item = char_active.get_equipped_item(menu_items)
elif _choice[0] == "equip":
### CLOTHING ###
if isinstance(_choice[1], DollCloth):
if _choice[1].type == "hair" and char_active.is_equipped_item(_choice[1]):
play sound "sounds/fail.ogg"
$ renpy.notify("Hair cannot be removed.")
else:
if char_active.is_equipped_item(_choice[1]):
# UNEQUIP
if wardrobe_check_unequip(_choice[1]):
$ wardrobe_react("unequip", _choice[1])
$ char_active.unequip(_choice[1])
$ current_item = None
else:
$ wardrobe_react("unequip_fail", _choice[1])
else:
# EQUIP
if wardrobe_check_equip(_choice[1]):
$ wardrobe_react("equip", _choice[1])
# Blacklist handling
if not wardrobe_check_blacklist(_choice[1]):
$ wardrobe_react("blacklist", _choice[1])
$ char_active.equip(_choice[1])
$ current_item = _choice[1]
if wardrobe_fallback_required(_choice[1]):
# Has to be called regardless of player preference.
$ renpy.call(get_character_response(active_girl, "fallback"), _choice[1])
else:
$ wardrobe_react("equip_fail", _choice[1])
### OUTFIT ###
elif isinstance(_choice[1], DollOutfit):
$ _outfit = char_active.create_outfit(temp=True)
if _outfit == _choice[1]:
$ renpy.notify("Load failed: Outfit already equipped.")
else:
if wardrobe_check_equip_outfit(_choice[1]):
if not _outfit.exists():
$ _confirmed = wardrobe_suppress_warnings or renpy.call_screen("confirm", "Discard unsaved changes and load this outfit?")
if _confirmed:
$ wardrobe_react("equip_outfit", _choice[1])
$ char_active.equip(_choice[1])
$ current_item = _choice[1]
else:
$ renpy.notify("Load failed: Cancelled by user.")
else:
$ wardrobe_react("equip_outfit", _choice[1])
$ char_active.equip(_choice[1])
$ current_item = _choice[1]
else:
$ wardrobe_react("equip_outfit_fail", _choice[1])
elif _choice[0] == "setcolor":
python:
current_item.set_color(_choice[1])
if wardrobe_global_color:
for outfit in char_active.outfits:
rebuild = False
for i in outfit.group:
if not i.id == current_item.id:
continue
i.set_color(current_item.color)
i.is_stale()
rebuild = True
if rebuild:
outfit.is_stale()
elif _choice[0] == "resetcolor":
python:
current_item.reset_color()
if wardrobe_global_color:
for outfit in char_active.outfits:
rebuild = False
for i in outfit.group:
if not i.id == current_item.id:
continue
i.set_color(current_item.color)
i.is_stale()
rebuild = True
if rebuild:
outfit.is_stale()
elif _choice[0] == "touch":
if wardrobe_check_touch(_choice[1]):
$ wardrobe_react("touch", _choice[1])
else:
$ wardrobe_react("touch_fail", _choice[1])
elif _choice[0] == "addoutfit":
python:
_outfit = char_active.create_outfit(temp=True)
if _outfit.exists():
renpy.notify("Save failed: Outfit already exists.")
else:
if _choice[1]:
_index = char_active.outfits.index(_choice[1])
_confirmed = wardrobe_suppress_warnings or renpy.call_screen("confirm", "Overwrite this outfit?")
if _confirmed:
_old_outfit = char_active.outfits[_index]
_old_schedule = _old_outfit.schedule.copy()
_outfit = char_active.create_outfit()
_outfit.delete() # Removes it from list only
_outfit.schedule = _old_schedule
char_active.outfits[_index] = _outfit
renpy.notify("Overwritten.")
else:
renpy.notify("Save failed: Cancelled by user.")
else:
char_active.create_outfit()
renpy.notify("Outfit Saved.")
menu_items = [x for x in category_items.get(current_subcategory) if x.unlocked==True]
current_item = next( (x for x in char_active.outfits if _outfit == x), None)
elif _choice[0] == "deloutfit":
python:
_confirmed = wardrobe_suppress_warnings or renpy.call_screen("confirm", "Delete this outfit?")
if _confirmed:
_choice[1].delete()
menu_items = [x for x in category_items.get(current_subcategory) if x.unlocked==True]
renpy.notify("Outfit Deleted.")
elif _choice[0] == "export":
python:
filename = renpy.input("Save as:", datetime.datetime.now().strftime("%d %b %Y-%H%M%S"))
if not filename.endswith(".png"):
filename += ".png"
_choice[1].export_data(filename)
achievements.unlock("export")
elif _choice[0] == "import":
$ _outfit = char_active.import_outfit(_choice[1])
elif _choice[0] == "schedule":
$ renpy.call_screen("wardrobe_schedule_menuitem", _choice[1])
elif _choice == "music":
python:
if wardrobe_music:
wardrobe_music = False
renpy.music.play(last_track)
get_character_sayer(active_girl)("", face="happy")
else:
wardrobe_music = True
renpy.music.play("music/Spring_In_My_Step.ogg", fadein=1)
get_character_sayer(active_girl)("", face="happy")
elif _choice == "randomise":
python:
_confirmed = False
_outfit = char_active.create_outfit(temp=True)
if not _outfit.exists():
_confirmed = wardrobe_suppress_warnings or renpy.call_screen("confirm", "Randomise Outfit?\n{size=-6}Unsaved changes will be lost.{/size}")
if not _confirmed:
renpy.notify("Advice: If you want to keep an outfit, save it.")
renpy.jump("wardrobe_menu.after_init")
progress = get_character_progression(active_girl)
if wardrobe_randomise_color:
tetriadic_colors = [Color("%06x" % random.randint(0, 0xFFFFFF))]
triadic_colors = [tetriadic_colors[0].rotate_hue(0.25)]
double_colors = [tetriadic_colors[0], tetriadic_colors[0].rotate_hue(0.5)]
for i in range(1, 3):
col = tetriadic_colors[0].rotate_hue((i * 90.0) / 360.0)
tetriadic_colors.append(col)
col = triadic_colors[i-1].rotate_hue((i * 75.0) / 360.0)
triadic_colors.append(col)
for k in dict(char_active.states).keys():
valid_choices = [x for x in char_active.wardrobe_list if (istype(x, (DollCloth, DollClothDynamic, DollMakeup)) and x.type == k and x.unlocked and progress >= x.level)]
if k == "panties":
if not progress >= get_character_requirement(active_girl, "category lower undergarment"):
continue
if progress >= get_character_requirement(active_girl, "unequip panties"):
valid_choices += [None]
elif k == "bra":
if not progress >= get_character_requirement(active_girl, "category upper undergarment"):
continue
if progress >= get_character_requirement(active_girl, "unequip bra"):
valid_choices += [None]
elif k == "top":
if progress >= get_character_requirement(active_girl, "unequip top"):
valid_choices += [None]
elif k == "bottom":
if progress >= get_character_requirement(active_girl, "unequip bottom"):
valid_choices += [None]
elif any(k.startswith(type) for type in ("piercing", "tattoo")):
if not progress >= get_character_requirement(active_girl, "category piercings & tattoos"):
continue
valid_choices += [None]
elif k == "hair":
pass
elif k in char_active.body_layers:
pass
else:
valid_choices += [None]
if valid_choices:
cloth = random.choice(valid_choices)
if not cloth is None:
if wardrobe_randomise_color and cloth.color:
col_len = len(cloth.color)
col = []
for i in range(col_len):
if col_len == 1:
col.append(tetriadic_colors[0])
elif col_len == 2:
col.append(double_colors[i-1])
elif col_len == 3:
col.append(triadic_colors[i-1])
else:
try:
col.append(tetriadic_colors[i-1])
except:
col.append(col[-1].rotate_hue(0.33))
cloth.set_color(col)
if wardrobe_global_color:
for outfit in char_active.outfits:
rebuild = False
for i in outfit.group:
if not (i.id, i.type) == (cloth.id, cloth.type):
continue
if len(cloth.color) != len(i.color):
print(f"Mismatched color lens:\n{cloth}\n{i}")
renpy.notify("Error!")
continue
i.set_color(cloth.color)
i.is_stale()
rebuild = True
if rebuild:
outfit.is_stale()
char_active.equip(cloth)
else:
char_active.unequip(k)
else: #_choice == "Close":
python:
_confirmed = False
if wardrobe_autosave:
_outfit = char_active.create_outfit()
else:
_outfit = char_active.create_outfit(temp=True)
if not _outfit.exists():
renpy.notify("Advice: If you want to keep an outfit, save it.")
_confirmed = wardrobe_suppress_warnings or renpy.call_screen("confirm", "Exit without saving?\n{size=-6}Unsaved changes will be lost.{/size}")
if not _confirmed:
renpy.jump("wardrobe_menu.after_init")
char_active.equip(char_outfit)
if wardrobe_global_color:
for cloth in char_outfit.group:
for outfit in char_active.outfits:
rebuild = False
for i in outfit.group:
if not (i.id, i.type) == (cloth.id, cloth.type):
continue
i.set_color(cloth.color)
i.is_stale()
rebuild = True
if rebuild:
outfit.is_stale()
renpy.hide_screen("wardrobe")
char_active.wear("all")
renpy.play('sounds/door2.ogg')
if wardrobe_music:
renpy.music.play(last_track)
enable_game_menu()
wardrobe_loaded = False
renpy.return_statement()
jump .after_init
screen wardrobe_menu(xx, yy):
tag wardrobe
zorder 24
style_prefix "wardrobe"
predict False
modal True
default icon_bg = Frame(gui.format("interface/frames/{}/iconmed.webp"), 6, 6)
default icon_frame = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
default panel = gui.format("interface/frames/{}/wardrobe.webp")
window:
pos (xx, yy)
xysize (344, 507)
#background panel
use invisible_button()
# Main Categories
grid 2 4:
ypos 108
xoffset -36
xspacing 200 + 72
yspacing 18
for i, category in enumerate(wardrobe_categories):
if wardrobe_check_category(category):
$ icon = Fixed(icon_bg, Transform("interface/wardrobe/icons/categories/{}/{}.webp".format(active_girl, category), zoom=0.45, anchor=(0.5, 0.5), align=(0.5, 0.5)), icon_frame)
else:
$ icon = Fixed(icon_bg, Transform("interface/wardrobe/icons/categories/{}/{}.webp".format(active_girl, category), zoom=0.45, anchor=(0.5, 0.5), align=(0.5, 0.5), matrixcolor=SaturationMatrix(0.0)), icon_frame)
$ icon_xoffset = -18 if (i % 2) == 0 else 18
button:
focus_mask None
xysize (72, 72)
background icon
activate_sound "sounds/scroll.ogg"
tooltip category
action Return(["category", category])
if current_category == category:
xoffset icon_xoffset
# Outfits and Studio
hbox:
$ icon_yoffset = -18
pos (92, 18)
spacing 18
# Outfits Manager
button:
focus_mask None
xysize (72, 72)
background Fixed(icon_bg, Transform("interface/wardrobe/icons/categories/outfits.webp", zoom=0.45, anchor=(0.5, 0.5), align=(0.5, 0.5)), icon_frame)
tooltip "Outfits Manager"
action Return(["category", "outfits"])
if current_category == "outfits":
yoffset icon_yoffset
# Studio
if not renpy.android:
button:
focus_mask None
xysize (72, 72)
background Fixed(icon_bg, Transform("interface/wardrobe/icons/categories/studio.webp", zoom=0.45, anchor=(0.5, 0.5), align=(0.5, 0.5)), icon_frame)
tooltip "Photo Studio"
action Function(renpy.call_in_new_context, "studio", active_girl)
add panel
# Character image cut to the size of the wardrobe
add char_active.image:
yoffset -6
corner1 (184, 218)
corner2 (924, 1200)
zoom 0.45
anchor (0.5, 1.0)
align (0.5, 1.0)
at transform:
mesh True
gl_pixel_perfect True
# Easter Egg (Headpats, boobs, pussy)
button style "empty" xysize (120, 80) xalign 0.525 ypos 60 action Return(["touch", "head"])
button style "empty" xysize (120, 60) xalign 0.525 ypos 238 action Return(["touch", "breasts"])
button style "empty" xysize (120, 60) xalign 0.525 ypos 360 action Return(["touch", "vagina"])
button:
focus_mask None
xysize (72, 72)
align (0.0, 1.0)
offset (10, -10)
background Transform("interface/wardrobe/icons/random.webp", size=(72,72))
tooltip "Randomise Outfit"
action Return("randomise")
use dropdown_menu(name="Options", pos=(12, 56)):
textbutton "Music":
style gui.theme("dropdown")
tooltip "My immortal."
selected wardrobe_music
action Return("music")
textbutton "Chit-chats":
style gui.theme("dropdown")
tooltip "{color=#35aae2}[active_girl]{/color} will make comments regarding your poor fashion tastes."
action ToggleVariable("wardrobe_chitchats", True, False)
textbutton "Outfits Scheduling":
style gui.theme("dropdown")
tooltip "{color=#35aae2}[active_girl]{/color} will automatically wear outfits\nbased on set schedule, time of day and weather."
action [ToggleVariable(active_girl+"_outfits_schedule", True, False), If((current_category == "outfits" and current_subcategory == "schedule"), Return(["subcategory", "save"]))]
textbutton "Outfits Autosave":
style gui.theme("dropdown")
tooltip "Outfits will be automatically saved upon exit."
action ToggleVariable("wardrobe_autosave", True, False)
textbutton "Colour Synchronisation":
style gui.theme("dropdown")
tooltip "When changing colours of an item, apply it to all outfits with the same item."
action ToggleVariable("wardrobe_global_color", True, False)
textbutton "Colour Randomisation":
style gui.theme("dropdown")
tooltip "When randomising outfits, randomise colours as well."
action ToggleVariable("wardrobe_randomise_color", True, False)
textbutton "Prompts Supression":
style gui.theme("dropdown")
tooltip "Disables warnings and prompts asking you to confirm certain actions. (Not recommended)"
action ToggleVariable("wardrobe_suppress_warnings", True, False)
screen wardrobe_menuitem(xx, yy):
tag wardrobe_menuitem
zorder 24
style_prefix "wardrobe"
predict False
modal True
default icon_size = (96, 96)
default icon_frame = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
default icon_transparent = Frame("interface/color_picker/checker.webp", tile=True)
default panel = gui.format("interface/frames/{}/panel.webp")
window:
pos (xx, yy)
xysize (560, 454)
background panel
use invisible_button()
text "[current_category]" size 22 xalign 0.5 ypos 65
# Colours
if current_item and current_item.color:
hbox:
spacing 2
xanchor 1.0
pos (552, 61)
# Colour picker
button:
xysize (32, 32)
tooltip "Dye clothing"
action Return(["setcolor", 0])
add "interface/wardrobe/icons/brush.webp":
xysize (32, 32)
# Subcategory icons
hbox:
spacing 5
pos (12, 108)
for subcategory in category_items.keys():
$ icon = "interface/wardrobe/icons/{}.webp".format(subcategory)
button:
focus_mask None
xysize (72, 72)
background Transform(icon, size=(72, 72), fit="contain", alpha=0.65)
selected_background Transform(icon, size=(72, 72), fit="contain", )
selected (subcategory == current_subcategory)
tooltip subcategory
action Return(["subcategory", subcategory])
# Item icons
if not menu_items:
text "Nothing here yet" size 24 align (0.5, 0.6)
else:
vpgrid:
cols 5
spacing 5
pos (28, 192)
xysize (507, 308)
mousewheel True
scrollbars "vertical"
at transform:
mesh True
gl_pixel_perfect True
for item in menu_items:
$ icon = item.icon
$ is_seen = item.seen
$ is_equipped = char_active.is_equipped_item(item)
$ is_inadequate = bool(get_character_progression(active_girl) < item.level)
$ is_blacklisted = char_active.is_blacklisted(item.type)
$ is_blacklister = any(char_active.is_equipped(x) for x in item.blacklist)
$ is_modded = bool(item.modpath)
$ is_multislot = item.is_multislot()
$ warnings = []
if is_blacklisted or is_blacklister:
$ blacklisted = [x for x in item.blacklist if char_active.is_equipped(x)] # Offender (List currently blacklisted clothing types by this item)
$ blacklister = char_active.get_blacklister(item.type) # Victim (List clothing types blacklisting this item )
$ warnings.append("Incompatible with:{size=-4}\n" + "\n".join(set(blacklisted + blacklister)) + "{/size}")
if is_inadequate:
$ warnings.append("Character level too low")
if is_modded:
$ warnings.append("Item belongs to a mod:\n{size=-4}{color=#35aae2}" + item.get_modname() + "{/color}{/size}")
# if is_multislot:
# $ slot = str(int(item.type[-1])+1)
# $ warnings.append("Occupies " + item.type[:-1] + " slot number " + slot)
button:
focus_mask None
xysize icon_size
background Transform(icon, xsize=icon_size[0], fit="contain", anchor=(0.5, 0.5), align=(0.5, 0.5))
action Return(["equip", item])
tooltip ("\n".join(warnings))
if is_inadequate:
foreground "#b2000040"
hover_foreground "#CD5C5C40"
if not is_seen:
unhovered Function(item.mark_as_seen)
add icon_frame
hbox:
offset (5, 5)
if is_modded:
text "M" color "#00b200"
if is_blacklisted or is_blacklister:
text "!" color "#b20000"
if config.developer:
text "\nReq. {}".format(item.level) size 10 color "#00ffff" outlines [(1, "#000000", 1, 1)]
# Bottom-Right
if is_equipped:
add "interface/topbar/icon_check.webp" anchor (1.0, 1.0) align (1.0, 1.0) offset (-5, -5) zoom 0.5
# Bottom-Right
if not is_seen:
text "NEW" style "wardrobe_item_caption" anchor (1.0, 1.0) align (1.0, 1.0) offset (-5, -5)
# # Bottom-Left
# if is_multislot:
# text "[slot]" style "wardrobe_item_caption" anchor (0.0, 1.0) align (0.0, 1.0) offset (5, -5)
screen wardrobe_outfit_menuitem(xx, yy):
tag wardrobe_menuitem
zorder 24
style_prefix "wardrobe"
predict False
default icon_size = (96, 168)
default icon_frame = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
default panel = gui.format("interface/frames/{}/panel.webp")
window:
pos (xx, yy)
xysize (560, 454)
background panel
use invisible_button()
text "[current_category]" size 22 xalign 0.5 ypos 65
# Subcategory icons
hbox:
spacing 5
pos (8, 108)
for subcategory in category_items.keys():
$ icon = "interface/wardrobe/icons/{}.webp".format(subcategory)
$ action = Return(["subcategory", subcategory])
if subcategory == "schedule" and not getattr(renpy.store, active_girl+"_outfits_schedule"):
$ icon = gray_tint(icon)
$ action = Confirm("Outfit scheduling is currently disabled,\nwould you like to turn it on?", [SetVariable(active_girl+"_outfits_schedule", True), Return(["subcategory", subcategory])])
button:
focus_mask None
xysize (72, 72)
background Transform(icon, alpha=0.65, xsize=72, fit="contain")
selected_background Transform(icon, xsize=72, fit="contain")
selected (subcategory == current_subcategory)
tooltip subcategory
action action
# Outfit icons
if not wardrobe_loaded:
text "Loading..." size 24 align (0.5, 0.6)
$ wardrobe_loaded = True
$ renpy.restart_interaction()
#timer 0.001 action SetVariable("wardrobe_loaded", True)
else:
vpgrid:
cols 5
spacing 5
pos (28, 192)
xysize (507, 308)
# if renpy.android:
# mousewheel "horizontal"
# scrollbars "horizontal"
# else:
mousewheel True
scrollbars "vertical"
# at transform:
# mesh True
# gl_pixel_perfect True
# events False
# Add empty slot
if current_subcategory == "save":
textbutton "Save":
focus_mask None
xysize icon_size
idle_background "#00000033"
text_align (0.5, 0.5)
action Return(["addoutfit", None])
for item in reversed(menu_items):
if current_subcategory == "import":
$ icon = "/outfits/{}".format(item)
$ is_modded = False
$ is_equipped = False
else:
$ icon = Transform(item.image, crop=(220, 0, 680, 1200))
$ is_modded = item.is_modded()
$ is_equipped = bool(current_item == item)
$ is_inadequate = (current_subcategory in {"save", "load", "schedule"} and not wardrobe_check_equip_outfit(item))
$ icon = Transform(icon, size=icon_size, fit="contain", anchor=(0.5, 1.0), align=(0.5, 1.0), yoffset=-6)
$ warnings = []
if is_modded:
$ warnings.append("Outfit contains items from these mods:\n{size=-4}{color=#35aae2}"+ "\n".join(item.get_modname()) + "{/color}{/size}")
$ alternate = None
if current_subcategory == "delete":
$ action = Return(["deloutfit", item])
elif current_subcategory == "load":
$ action = Return(["equip", item])
elif current_subcategory == "save":
$ action = Return(["addoutfit", item])
elif current_subcategory == "import":
$ action = Return(["import", item])
elif current_subcategory == "export":
$ action = Return(["export", item])
elif current_subcategory == "schedule":
if is_inadequate:
$ action = NullAction()
$ alternate = None
else:
$ action = Return(["schedule", item])
$ alternate = Return(["schedule", item])
$ warnings = "\n".join(warnings)
button:
focus_mask None
xysize icon_size
background icon
tooltip warnings
action action
alternate alternate
if is_inadequate:
foreground "#b2000040"
hover_foreground "#CD5C5C40"
selected_foreground "#CD5C5C40"
add icon_frame
hbox:
offset (5, 5)
if is_modded:
text "M" color "#00b200"
if not current_subcategory in {"import", "export"} and getattr(renpy.store, active_girl+"_outfits_schedule"):
vbox:
pos (6, 6)
spacing 1
for i in wardrobe_outfit_schedule:
if item.schedule[i]:
add Transform("interface/wardrobe/icons/outfits/{}.webp".format(i), size=(16, 16))
if is_equipped:
add "interface/topbar/icon_check.webp":
anchor (1.0, 1.0)
align (1.0, 1.0)
offset (-5, -5)
zoom 0.5
screen wardrobe_schedule_menuitem(item):
tag dropdown
zorder 24
modal True
predict False
default mpos = renpy.get_mouse_pos()
use invisible_button(action=Return(), alternate=Show("wardrobe_schedule_menuitem", item=item))
window:
style "empty"
pos mpos
#use invisible_button(action=NullAction(), alternate=Return())
frame:
style "empty"
background "#00000080"
padding (5, 5, 5, 5)
vbox:
spacing 0
for i in wardrobe_outfit_schedule:
$ boolean = "" if item.schedule[i] else "Not "
$ caption = "{}worn during the {}".format(boolean, i) if i in ("day", "night") else "{}worn in {} weather".format(boolean, i)
textbutton i:
style gui.theme("dropdown")
tooltip caption
action ToggleDict(item.schedule, i, True, False)
style wardrobe_window is empty
style wardrobe_button is empty:
foreground None
hover_foreground "#ffffff80"
activate_sound "sounds/click.ogg"
style wardrobe_button_text:
color "#fff"
size 20
outlines [ (1, "#000", 0, 0) ]
style wardrobe_item_caption:
color "#fff"
size 14
outlines [ (1, "#000", 0, 0) ]