forked from SilverStudioGames/WTS
LoafyLemon
b08e0d0071
* Converted Astoria's spell training into the new system, and cleaned up the code. * Improved Astoria's menu layout * Replaced -hidden- menu feature names with actual the actual feature names * Refactored Astoria's file structure and naming convention * Temporarily disabled spell training stats
296 lines
11 KiB
Plaintext
296 lines
11 KiB
Plaintext
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### Quests ###
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# Add any event triggers to this list.
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# Only one event can play for each day/night (this might change.)
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# Add date specific events at the start of the list (create the date if it's not there.)
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label quests:
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$ renpy.choice_for_skipping()
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if states.room == "main_room":
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#
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# DAY-BASED EVENTS
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#
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if game.day >= 1:
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if game.daytime:
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if not states.gen.ev.intro.e2_complete and states.gen.ev.intro.bird_examined and states.gen.ev.intro.desk_examined and states.gen.ev.intro.cupboard_examined and states.gen.ev.intro.door_examined and states.gen.ev.intro.fireplace_examined:
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jump genie_intro_E2
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else:
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if not states.sna.ev.intro.e1_complete:
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jump snape_intro_E1
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if game.day >= 2:
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if game.daytime:
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if not states.gen.ev.intro.e3_complete:
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jump genie_intro_E3
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else:
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if ss_event_pause == 0 and not states.sna.ev.intro.e2_complete:
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# Snape's second visit.
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jump snape_intro_E2
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if game.day >= 3:
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if game.daytime:
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if not states.gen.ev.intro.e4_complete:
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jump genie_intro_E4
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else:
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if ss_event_pause == 0 and not states.sna.ev.intro.e3_complete:
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# Day of the duel.
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jump snape_intro_E3
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if game.day >= 4:
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if game.daytime:
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pass
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else:
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if ss_event_pause == 0 and not states.sna.ev.intro.e5_complete:
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# You bother decide to just "roll with it"... Snape summon unlocked.
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jump snape_intro_E5
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if game.day >= 5:
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if game.daytime:
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if hg_event_pause == 0 and not states.her.ev.intro.e1_complete:
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# Hermione shows up for the first time.
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jump hermione_intro_E1
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if game.day >= 6:
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if game.daytime:
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if hg_event_pause == 0 and states.sna.ev.hangouts.hermione_e1 and not states.her.ev.intro.e2_complete:
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# Second visit from Hermione. Says she sent a letter to the Ministry.
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jump hermione_intro_E2
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else:
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pass
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if game.day >= 7:
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if game.daytime:
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pass
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else:
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if hg_event_pause == 0 and states.sna.ev.hangouts.hermione_e2 and not states.her.ev.intro.e3_complete:
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# Takes place after first special event with Snape, where he just complains about Hermione.
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# Hermione might have failed a test...
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jump hermione_intro_E3
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if game.day >= 8:
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if game.daytime:
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pass
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else:
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if hg_event_pause == 0 and states.her.ev.intro.e3_complete and not states.her.ev.intro.e4_complete:
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# She failed a test and cries.
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jump hermione_intro_E4
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if game.day >= 9:
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if game.daytime:
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if hg_event_pause == 0 and states.her.ev.intro.e4_complete and not states.her.ev.intro.e5_complete:
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# Hermione asks to be tutored. Summon unlocked!
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jump hermione_intro_E5
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if game.day >= 10:
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if game.daytime:
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if nt_event_pause == 0 and states.her.ev.intro.e5_complete and not states.ton.ev.intro.e1_complete:
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# Tonks visits for the first time.
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jump tonks_intro_E1
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else:
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if states.ton.ev.intro.e1_complete and not states.ton.ev.intro.e2_complete:
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# Tonks has found no evidence so far.
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jump tonks_intro_E2
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if game.day >= 11:
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if game.daytime:
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pass
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else:
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if nt_event_pause == 0 and states.sna.ev.hangouts.tonks_e1 and not states.ton.ev.intro.e3_complete:
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# Tonks becomes a teacher. Summon unlocked!
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jump tonks_intro_E3
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if game.day >= 13:
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if game.daytime:
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if hg_event_pause == 0 and states.her.ev.intro.e5_complete and states.sna.ev.hangouts.tonks_e1 and states.her.ev.intro.convinced and not states.her.ev.intro.e6_complete:
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# Hermione wants to buy favours. Favours unlocked!
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jump hermione_intro_E6
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if is_puzzle_box_in_fireplace():
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$ states.fireplace_started = False
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$ fireplace_OBJ.foreground = "glow_effect_fireplace"
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elif fireplace_OBJ.foreground == "glow_effect_fireplace":
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$ fireplace_OBJ.foreground = None
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#
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# CARDGAME - EVENTS
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#
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if game.day >= states.twi.ev.cardgame.delay:
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if states.cardgame.unlocked and states.twi.ev.cardgame.stage >= 1 and not states.twi.ev.cardgame.stocked:
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if not game.daytime:
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$ letter_cards_store.send()
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if geniecard_level < 2 and states.sna.ev.cardgame.stage >= 3 and states.her.ev.cardgame.stage >= 3 and states.twi.ev.cardgame.stage >= 2:
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if not game.daytime:
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$ letter_cards_tier2.send()
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#
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# CHO CHANG - EVENTS
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#
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if cc_event_pause == 0:
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if game.daytime:
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if not states.cho.ev.intro.e1_complete and states.her.tier >= 2:
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# Cho intro
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jump cho_intro_E1
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if states.cho.ev.quidditch.hufflepuff_stage == "start":
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$ game.weather = "clear"
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stop weather
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$ states.cho.ev.quidditch.hufflepuff_stage = "return"
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jump hufflepuff_match
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elif states.cho.ev.quidditch.slytherin_stage == "start":
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$ game.weather = "clear"
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stop weather
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$ states.cho.ev.quidditch.slytherin_stage = "return"
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jump slytherin_match
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elif states.cho.ev.quidditch.gryffindor_stage == "start":
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$ game.weather = "clear"
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stop weather
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$ states.cho.ev.quidditch.gryffindor_stage = "return"
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jump gryffindor_match
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if states.cho.tier == 1:
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# Lee Jordan gets knocked out cold
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if states.cho.ev.quidditch.hufflepuff_training and not states.cho.ev.quidditch.e3_complete:
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jump cho_quid_E3
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elif states.cho.tier == 2:
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# Hermione refuses to commentate for Slytherin match.
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if states.cho.ev.quidditch.slytherin_failed and not states.cho.ev.quidditch.e6_complete:
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jump cho_quid_E6
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elif states.cho.tier == 3:
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# Genie decides to get the broom.
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if states.cho.ev.quidditch.gryffindor_training and not states.cho.ev.quidditch.e12_complete:
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jump cho_quid_E12
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# Informs the player that all preparations are complete
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if states.cho.ev.quidditch.e11_complete and states.cho.ev.quidditch.e12_complete and not states.cho.ev.quidditch.e13_complete:
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jump cho_quid_E13
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else:
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# Introduction
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if states.cho.ev.intro.e1_complete and not states.cho.ev.intro.e2_complete:
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jump cho_intro_E2
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# Quidditch training matches
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if states.cho.ev.quidditch.in_progress:
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$ states.cho.ev.quidditch.in_progress = False
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if states.cho.tier == 1:
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# Hufflepuff
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jump cc_ht_return
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elif states.cho.tier == 2:
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# Slytherin
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jump cc_st_return
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elif states.cho.tier == 3:
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# Gryffindor
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jump cc_gt_return
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# Note: The return events now get jumped to right after the main match events.
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python:
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for i in cc_requests_list:
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if i.inProgress:
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i.inProgress = False
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i.start()
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$ play_potion_return("cho")
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#
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# SUSAN BONES - EVENTS
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#
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if sb_event_pause == 0:
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if game.daytime:
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# Introduction
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if states.ton.ev.hangouts.susan_e1 and not states.sus.ev.intro.e1_complete:
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jump susan_intro_E1
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$ play_potion_return("susan")
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#
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# ASTORIA GREENGRASS - EVENTS
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#
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# Astoria events not triggered by a date.
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if ag_event_pause == 0:
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if game.daytime:
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# Introduction
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if states.ast.ev.intro.e2_ask_hermione and states.ast.ev.intro.e2_ask_snape and not states.ast.ev.intro.e3_complete:
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$ states.ast.ev.intro.e2_complete = True
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jump astoria_intro_E3
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if states.ton.ev.hangouts.astoria_e1 and not states.ast.ev.intro.e4_complete:
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jump astoria_intro_E4
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else:
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# Introduction
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if states.sus.ev.intro.e1_complete and not states.ast.ev.intro.e1_complete:
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jump astoria_intro_E1
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$ play_potion_return("astoria")
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#
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# NYMPHADORA TONKS - EVENTS
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#
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# Tonks events not triggered by a date.
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if nt_event_pause == 0:
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$ play_potion_return("tonks")
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#
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# HERMIONE GRANGER - EVENTS
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#
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if hg_event_pause == 0:
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$ play_potion_return("hermione")
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#
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# LUNA LOVEGOOD - EVENTS
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#
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if ll_event_pause == 0:
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if not states.lun.ev.intro.e1_complete and states.her.tier >= 3:
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if not game.daytime:
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# Luna barges into your office sleepwalking.
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jump luna_intro_E1
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if states.lun.ev.intro.e1_complete and not states.lun.ev.intro.e2_complete:
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if game.daytime:
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jump luna_intro_E2
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if states.lun.ev.spectrespecs.e1_complete and not states.lun.ev.quibbler.stocked:
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if game.daytime:
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jump spectrespecs_E2_reminder
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$ play_potion_return("luna")
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elif states.room == "snape_office":
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if game.daytime:
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if not states.map.snape_office.intro_e2:
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# Genie searches the office
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jump potions_intro_E1
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if not states.map.snape_office.intro_e3 and states.map.snape_office.intro_e2:
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# Genie gets caught by the painting.
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jump potions_intro_E2
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else:
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if not states.map.snape_office.intro_e3:
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# (Optional) Genie gets caught by Snape. (E0 can play either before or after E1)
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jump potions_intro_E0
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$ eventqueue.start()
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# All quest events should somehow end with a jump to the main room day/night cycle
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# If no quest event is triggered, resume normally from the main room
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call music_block
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call screen room_menu
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