forked from SilverStudioGames/WTS
244 lines
9.0 KiB
Plaintext
244 lines
9.0 KiB
Plaintext
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label summon_cho:
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#call play_music("cho")
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#call play_sound("door")
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$ active_girl = "cho"
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$ last_character = "cho"
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$ cho_busy = True
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#call update_cho_tier
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call update_cho
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if has_cho_panties:
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if cho_tier == 2:
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jump cho_panties_response_T2
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elif cho_tier == 3:
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jump cho_panties_response_T3
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# Slytherin Quidditch Intro.
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if cho_tier == 2 and not cho_quid.E5_complete:
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jump cho_quid_E5
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# Gryffindor Quidditch Intro.
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elif cho_tier == 3 and not cho_quid.E10_complete:
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jump cho_quid_E10
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# Clothes Events
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call cho_summon_setup
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label cho_requests:
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# Reset
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call reset_menu_position
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cho "" (xpos="base", ypos="base")
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menu:
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# Main Matches
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"-Start Hufflepuff Match-" (icon="interface/icons/small/huff.webp") if (cho_tier == 1 and hufflepuff_match == "ready"):
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if cho_reputation == 0:
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gen "(If I want Cho to do anything in public with those {i}Muffletuffs{/i} I better do it before the match.)" ("base", xpos="far_left", ypos="head")
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gen "(Although maybe not...)" ("base", xpos="far_left", ypos="head")
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menu:
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"Are you ready to begin the match?"
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"Yes":
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pass
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"no":
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jump cho_requests
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jump start_hufflepuff_match
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"-Start Slytherin Match-" (icon="interface/icons/small/slyt.webp") if (cho_tier == 2 and slytherin_match == "ready" and cho_quid.E7_complete):
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if cho_reputation <= 3:
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gen "(If I want Cho to do anything in public with those {i}Slythershits{/i} I better do it before the match.)" ("base", xpos="far_left", ypos="head")
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gen "(Although maybe not...)" ("base", xpos="far_left", ypos="head")
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menu:
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"Are you ready to begin the match?"
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"Yes":
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pass
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"no":
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jump cho_requests
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jump start_slytherin_match
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"-Start Gryffindor Match-" (icon="interface/icons/small/gryf.webp") if (cho_tier == 3 and gryffindor_match == "ready" and cho_quid.E13_complete):
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if cho_reputation <= 6:
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gen "(If I want Cho to do anything in public with those {i}Gryphoncucks{/i} I better do it before the match.)" ("base", xpos="far_left", ypos="head")
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gen "(Although maybe not...)" ("base", xpos="far_left", ypos="head")
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show screen blktone
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with d3
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">Starting the match will progress Cho's story to the next stage."
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">Make sure to save your game in case you want to return to this stage later."
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hide screen blktone
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with d3
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pause.5
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menu:
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"Are you ready to begin the match?"
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"Yes":
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pass
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"No":
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jump cho_requests
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jump start_gryffindor_match
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# Talk
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"-Talk-" (icon="interface/icons/small/talk.webp"):
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if cho_mood > 0:
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cho "I have nothing to say to you, [cho_genie_name]..." (face="annoyed")
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jump cho_requests
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call cho_chitchat
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jump cho_talk
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# Quidditch Training
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"-Training-" (icon="interface/icons/small/quidditch.webp") if cho_tier < 4 and not cho_quid.lock_training:
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if cho_mood > 0:
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gen "Ready to get back to training?" ("base", xpos="far_left", ypos="head")
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if cho_mood >= 5:
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cho "No.{w=0.5} And I don't want to hear of it right now, Sir." (face="angry")
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else:
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cho "I'm sorry, [cho_genie_name]. But I don't feel like training today." ("soft", "base", "worried", "down")
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call nar(">Cho is still upset with you.")
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jump cho_requests
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jump cho_training
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"-Training-" (icon="interface/icons/small/quidditch.webp", style="disabled") if cho_tier < 4 and cho_quid.lock_training:
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gen "(She's as ready as one can be.)" ("base", xpos="far_left", ypos="head")
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jump cho_requests
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"-Sexual favours-" (icon="interface/icons/small/condom.webp") if cho_favors_unlocked:
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if cho_mood > 0:
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cho "I'm sorry, [cho_genie_name]. But I don't feel like it today..." ("upset", "base", "worried", "mid")
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jump cho_requests
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else:
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jump cho_favor_menu
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"-Sexual favours-" (icon="interface/icons/small/condom.webp", style="disabled") if not cho_favors_unlocked:
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if cho_tier == 1:
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gen "(I need to help her with her Quidditch training, before I can ask for something like this.)" ("base", xpos="far_left", ypos="head")
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elif cho_tier == 4:
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gen "(I have a feeling this is as far as I can progress with her at the moment.)" ("base", xpos="far_left", ypos="head")
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else:
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gen "(I should ask her about the next Quidditch match first. See who we're up against...)" ("base", xpos="far_left", ypos="head")
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jump cho_requests
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"-Wardrobe-" (icon="interface/icons/small/wardrobe.webp") if cho_wardrobe_unlocked:
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hide cho_main with d1
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call wardrobe
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jump cho_requests
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"-Hidden-" (style="disabled") if not cho_wardrobe_unlocked:
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call nar(">You haven't unlocked this feature yet.")
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jump cho_requests
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"-Give Item-" (icon="interface/icons/small/gift.webp"):
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hide cho_main with d1
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call gift_menu
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jump cho_requests
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# Dismiss
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"-Dismiss Her-":
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stop music fadeout 3.0
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if cho_mood == 0:
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cho "Goodbye, [cho_genie_name]." ("base")
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else:
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cho "Goodbye, [cho_genie_name]." ("annoyed")
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call play_sound("door")
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jump end_cho_event
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# Cho Favor Menu
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label cho_favor_menu:
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call update_cho_favors
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menu:
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"-Personal Favours-" (icon="interface/icons/small/heart_red.webp"):
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label .personal:
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python:
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menu_choices = []
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for i in cc_favor_list:
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if i in []: # Not in the game yet.
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menu_choices.append(gui.menu_item("-Not available-", "na", style="disabled"))
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elif i.start_tier > cho_tier:
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menu_choices.append(gui.menu_item("-Not ready-", "vague", style="disabled"))
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else:
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menu_choices.append(i.get_menu_item())
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menu_choices.append(("-Never mind-", "nvm"))
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result = renpy.display_menu(menu_choices)
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if result == "nvm":
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jump cho_favor_menu
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elif result == "vague":
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call favor_not_ready
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jump .personal
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elif result == "na":
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call not_available
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jump .personal
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else:
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$ renpy.jump(result)
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"-Public Requests-" (icon="interface/icons/small/star_yellow.webp", style="disabled") if not game.daytime or not cho_requests_unlocked:
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if not cho_requests_unlocked:
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call nar(">Progress further to unlock public requests.")
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elif not game.daytime:
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call nar(">Public requests are available during the day only.")
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jump cho_favor_menu
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"-Public Requests-" (icon="interface/icons/small/star_yellow.webp") if game.daytime and cho_requests_unlocked:
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jump cho_requests_menu
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"-Never mind-":
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jump cho_requests
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label update_cho_favors:
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python:
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for i in cc_favor_list:
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i.tier = cho_tier
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return
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# Cho Requests Menu
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label cho_requests_menu:
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call update_cho_requests
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python:
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menu_choices = []
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for i in cc_requests_list:
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if i in []: # Not in the game yet.
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menu_choices.append(gui.menu_item("-Not available-", "na", style="disabled"))
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menu_choices.append(gui.menu_item())
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elif i.start_tier > cho_tier:
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menu_choices.append(gui.menu_item("-Not ready-", "vague", style="disabled"))
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else:
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menu_choices.append(i.get_menu_item())
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menu_choices.append(("-Never mind-", "nvm"))
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result = renpy.display_menu(menu_choices)
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if result == "nvm":
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jump cho_favor_menu
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elif result == "vague":
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call favor_not_ready
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jump cho_requests
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elif result == "na":
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call not_available
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jump cho_requests
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else:
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$ renpy.jump(result)
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label update_cho_requests:
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# Set event tier to current Cho tier if they are different
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python:
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for i in cc_requests_list:
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i.tier = cho_tier
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return
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label favor_not_ready:
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call nar(">You can't do this favour just yet.")
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return
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label not_available:
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$ TBA_message("This feature is currently not available as of version %s." % config.version)
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return
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