forked from SilverStudioGames/WTS
LoafyLemon
cd485b2bac
* Added checkpoints to forbid the editor from rolling back to menu context * Added forced checkpoint for when the editor is being opened to avoid rolling back to before it was opened (by opening a console for example) * Alleviated the issue for when the game tries to recover from the place it cannot stop rolling back, but version var is unavailable because of it being not initialized in that moment
114 lines
4.6 KiB
Plaintext
114 lines
4.6 KiB
Plaintext
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label summon_snape:
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$ last_character = "snape"
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call play_music("snape")
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call play_sound("door")
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call sna_chibi("stand","mid","base")
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with d3
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$ renpy.checkpoint(hard=True)
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sna "Yes, what is it?" ("snape_01",xpos="base",ypos="base", trans=d3)
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label snape_ready:
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pass
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menu:
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# Talk
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"-Talk-" (icon="interface/icons/small/talk.webp"):
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call snape_chitchat
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label .talk:
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menu:
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"-Ask him to help Tonks-" if astoria_intro.E1_complete and not astoria_intro.E3_complete:
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if astoria_intro.E2_snape:
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sna "I'm still on the lookout, Genie." ("snape_01")
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sna "If I find the little maggot that casts those spells..." ("snape_10")
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jump .talk
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$ snape_busy = True
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$ astoria_intro.E2_snape = True
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$ ag_event_pause = 2
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jump astoria_intro_E2_snape
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"-Try solving the Quidditch Quarrel-" (icon="interface/icons/small/quidditch.webp") if cho_tier == 2 and cho_quid.E6_complete and not cho_quid.E9_complete and not cho_quid.E8_complete:
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if game.daytime:
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gen "I wanted to talk to you about the upcoming Quidditch game." ("base", xpos="far_left", ypos="head")
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sna "I don't really have time right now..." ("snape_05")
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if wine_ITEM.owned >= 1:
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gen "I got drinks." ("base", xpos="far_left", ypos="head")
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else:
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gen "I'll get us drinks." ("base", xpos="far_left", ypos="head")
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sna "Tempting, but it'll have to be in the evening... work and all that." ("snape_06")
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gen "Fine." ("base", xpos="far_left", ypos="head")
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jump .talk
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else:
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gen "So about that upcoming Quidditch game..." ("base", xpos="far_left", ypos="head")
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if wine_ITEM.owned >= 1:
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sna "Whatever it is, it can wait, let's sit down first, shall we." ("snape_01")
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call setup_fireplace_hangout(char="snape")
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$ ss_he_drink.start()
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$ ss_he_counter += 1
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$ wine_ITEM.owned -= 1
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jump cho_quid_E9
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else:
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sna "I hope you have some wine at least?" ("snape_01")
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gen "I hoped you'd bring your own for once." ("base", xpos="far_left", ypos="head")
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sna "I see.." ("snape_04")
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sna "I guess you don't need my help after all." ("snape_31")
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gen "(Bloody alcoholic..)" ("base", xpos="far_left", ypos="head")
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jump .talk
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"-Address me only as-" if hermione_intro.E6_complete:
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call snape_nicknames_genie
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jump .talk
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"-From now on I will refer to you as-" if hermione_intro.E6_complete:
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call snape_nicknames
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jump .talk
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"-Never mind-":
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jump snape_ready
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# Fireplace Chats
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"-Let's hang-" (icon="interface/icons/small/toast.webp") if wine_ITEM.owned >= 1 and not game.daytime:
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jump snape_hangout
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"-Let's hang-" (icon="interface/icons/small/toast.webp", style="disabled") if wine_ITEM.owned < 1 or game.daytime:
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if game.daytime:
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gen "(I'm not sharing my booze with Snape while he still has to teach classes...)" ("base", xpos="far_left", ypos="head")
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gen "(I better ask him during the evening to get drunk...)" ("base", xpos="far_left", ypos="head")
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elif wine_ITEM.owned < 1:
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gen "(I don't have any more wine...)" ("base", xpos="far_left", ypos="head")
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jump snape_ready
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# Cardgame
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"-Let's Duel-" (icon="interface/icons/small/cards.webp") if deck_unlocked:
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jump snape_duel_menu
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# Dismiss
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"-Never mind-":
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stop music fadeout 1.0
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if game.daytime:
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sna "Alright, back to work then..."
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else:
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sna "Goodnight then."
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call play_sound("door")
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$ snape_busy = True
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hide snape_main
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call sna_chibi("hide")
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with d3
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jump main_room_menu
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