forked from SilverStudioGames/WTS
LoafyLemon
b2e7c44b2e
* Reworked narrator calls and unified them across the entire game * Added narrator screen inheriting from say screen * Removed obsolete narrator code
143 lines
6.2 KiB
Plaintext
143 lines
6.2 KiB
Plaintext
####################################
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############# Menu #################
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####################################
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default summon_show_busy = True
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label summon:
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$ gui.in_context("summon_menu")
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jump main_room_menu
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label summon_menu(xx=723, yy=90):
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call update_stats
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$ map_transcript_loc = {"library": "Library", "room_g": "Gryffindor Dormitory", "room_s": "Slytherin Dormitory", "room_r": "Ravenclaw Dormitory", "room_h": "Hufflepuff Dormitory", "great_hall": "Great Hall", "courtyard": "Courtyard", "forest": "Forest", "greenhouse": "Greenhouse", "defense": "D.A.D.A Classroom", "training_grounds": "Training Grounds", "Lake": "Lake", "randomstudent": renpy.random.choice(["Classroom", "Bathroom", "Hagrid's Hut", "Weasley's Store", "Mafkin's Store", "Broom Cupboard", "Attic"]), "randomsnape": renpy.random.choice(["Classroom", "Boathouse", "Bathroom", "Snape's Office", "Hall", "Slytherin Dormitory", "Library", "Attic", "Forest", "Lake", "Dungeons", "Quidditch Cave", "Staircase", "Behind your door", "Room of Doom"]), "randomtonks": renpy.random.choice(["Classroom", "Bathroom", "Hall", "Gryffindor Dormitory", "Slytherin Dormitory", "Hufflepuff Dormitory", "Ravenclaw Dormitory", "Training Grounds", "Tonks' Room", "Quidditch Pitch", "Infirmary", "Sex Dungeon", "Hospital Wing", "Forest", "Lake", "Greenhouse", "Mafkin's Store"])}
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# Door dictionary
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$ summon_dict = {
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"Snape": {"ico": "snape", "flag": snape_unlocked, "busy": snape_busy, "loc": "randomsnape"},
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"Tonks": {"ico": "tonks", "flag": tonks_unlocked, "busy": tonks_busy, "loc": "randomtonks"},
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"Hermione": {"ico": "hermione", "flag": hermione_unlocked, "busy": hermione_busy, "loc": her_map_location},
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"Cho": {"ico": "cho", "flag": cho_unlocked, "busy": cho_busy, "loc": cho_map_location},
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"Luna": {"ico": "luna", "flag": luna_unlocked, "busy": luna_busy, "loc": lun_map_location},
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"Astoria": {"ico": "astoria", "flag": astoria_unlocked, "busy": astoria_busy, "loc": ast_map_location},
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"Susan": {"ico": "susan", "flag": susan_unlocked, "busy": susan_busy, "loc": sus_map_location}
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}
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$ summon_categories_sorted = ["Snape", "Tonks", "Hermione", "Cho", "Luna", "Astoria", "Susan"] #"Ginny", "Daphne", "Padma", "Patil", "Myrtle", "Mafkin"
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$ summon_categories_sorted_length = len(summon_categories_sorted)
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$ current_sorting = summon_show_busy
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label .after_init:
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show screen summon(xx, yy)
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$ _choice = ui.interact()
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if _choice[0] == "summon":
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hide screen summon
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if not _choice[2]:
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$ enable_game_menu()
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$ renpy.jump_out_of_context("summon_"+_choice[1].lower())
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else:
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if game.daytime or _choice[1] in ["Tonks", "Snape"]:
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nar "[_choice[1]] is currently busy. Try again later."
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else:
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nar "[_choice[1]] is currently asleep. Try again tomorrow."
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else:
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hide screen summon
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return
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jump .after_init
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screen summon(xx, yy):
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tag summon
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zorder 15
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modal True
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add "gui_fade"
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if renpy.mobile:
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use close_button_background
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use close_button(key=["summon", "game_menu"])
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fixed:
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if settings.get("animations"):
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at gui_animation
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use summon_menu(xx, yy)
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screen summon_menu(xx, yy):
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tag summon_menu
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modal True
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zorder 15
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window:
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style "empty"
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pos (xx, yy)
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xysize (207, 454)
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use invisible_button()
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add gui.format("interface/achievements/{}/panel_left.webp")
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vbox:
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pos (6, 384)
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spacing 32
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null
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frame:
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style "empty"
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textbutton "Show Busy:":
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style gui.theme("overlay_button")
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xsize 195 ysize 32
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text_align (0.4, 0.5)
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text_size 12
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action ToggleVariable("summon_show_busy", True, False)
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add gui.theme("check_{}").format(str(summon_show_busy).lower()) xalign 0.7 ypos 4
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vbox:
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pos (6, 6)
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$ tmp_x = 0
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for char in summon_categories_sorted:
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if summon_dict[char]["flag"]:
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if summon_show_busy or not summon_dict[char]["busy"]:
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$ tmp_x += 1
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frame:
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style "empty"
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xsize 195
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ysize 50
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vbox:
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textbutton char:
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style "empty"
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xsize 195 ysize 46
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hover_background gui.format("interface/achievements/{}/highlight_left_b.webp")
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text_xalign 0.6 text_yalign 0.5
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text_xanchor 0.5
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text_size 20
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if not summon_dict[char]["busy"]:
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action Return(["summon", char, False])
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else:
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text_color "#8C8C70"
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action Return(["summon", char, True])
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add gui.format("interface/achievements/{}/spacer_left.webp")
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$ image_zoom = crop_image_zoom("interface/icons/head/"+summon_dict[char]["ico"]+".webp", 42, 42, summon_dict[char]["busy"])
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button:
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style gui.theme("overlay_button")
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background gui.format("interface/achievements/{}/iconbox.webp")
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foreground "interface/achievements/glass_iconbox.webp"
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xysize (48, 48)
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add image_zoom align (0.5, 0.5)
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text map_transcript_loc[summon_dict[char]["loc"]] size 10 xalign 0.625 yalign 0.9 xanchor 0.5
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if not snape_unlocked:
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text "You don't know anyone" size 12 at truecenter
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else:
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if tmp_x <= 0:
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text "All characters are busy" size 12 at truecenter
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