WTS/game/scripts/events/map.rpy

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label map_attic:
if states.her.ev.sealed_scroll.sample:
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gen "(I have no reason to go there anymore.)" ("base", xpos="far_left", ypos="head")
jump desk
else:
$ states.her.ev.sealed_scroll.sample = True
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gen "(The attic, *huh*...)" ("base", xpos="far_left", ypos="head")
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gen "(I guess I could check it out.)" ("base", xpos="far_left", ypos="head")
stop music fadeout 3.0
stop weather fadeout 3.0
pause 1.0
play sound "sounds/run_04.ogg"
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play weather "sounds/wind_long_loop.ogg" fadein 2 fadeout 2
nar "You find your way through the winding staircases to the attic door."
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gen "*Hmm*... hopefully this is the right place to use that key." ("base", xpos="far_left", ypos="head")
play background "sounds/pulse.ogg"
nar "As you approach the door, the lock begins to glow..."
nar "Looking down at the key in your hand, you notice the same glow around the key..."
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gen "Well, this has to be it then..." ("base", xpos="far_left", ypos="head")
stop background fadeout 2.0
play sound "sounds/09_lock.ogg"
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pause 2.0
play sound "sounds/door.ogg"
nar "After unlocking the door, you're presented with a dusty room filled with random junk and knick-knacks."
play sound "sounds/cough_male.ogg"
gen "...*Cough* *Cough*..." ("open", xpos="far_left", ypos="head")
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gen "This room is just filled with random junk and knick-knacks!" ("angry", xpos="far_left", ypos="head")
gen "(So now what... Am I supposed to take a piece of something and use with this scroll?)" ("base", xpos="far_left", ypos="head")
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gen "(I don't even know what the scroll is supposed to do, how am I going to find what it wants me to use!)" ("base", xpos="far_left", ypos="head")
gen "..." ("base", xpos="far_left", ypos="head")
gen "(Screw it... I'm just going to cheat and check the item description in my inventory.)" ("base", xpos="far_left", ypos="head")
gen "(Let's see what it says...)" ("base", xpos="far_left", ypos="head")
gen "(Turns the user into a magical tentacle plant with the usage of living plant material.)" ("base", xpos="far_left", ypos="head")
gen "Well, well... that could be useful..." ("base", xpos="far_left", ypos="head")
gen "So I guess this tentacle plant should be here somewhe--" ("base", xpos="far_left", ypos="head")
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nar "As you scan the room, you notice a slender piece of vine poking out from behind some crates, as if to avoid the light."
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gen "This must be it." ("base", xpos="far_left", ypos="head")
play sound "sounds/slash.ogg"
nar "You make a clean cut, when suddenly...{nw}"
play sound "sounds/mondead.ogg"
nar "You make a clean cut, when suddenly...{fast}"
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gen "I better get the fuck out of here." ("angry", xpos="far_left", ypos="head")
play sound "sounds/mon.ogg"
nar "As you shut the door, you hear the room erupt in a series of loud crashes and growling."
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play sound "sounds/run_04.ogg"
nar "You hastily make your way towards your office."
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call gen_walk(action="enter")
stop weather
call music_block
gen "(A tentacle plant and a body-bending magical scroll, *huh*...)" ("base", xpos="far_left", ypos="head")
gen "(Maybe I could use it to have some fun with Miss Granger...)" ("grin", xpos="far_left", ypos="head")
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menu:
gen "(Question is... Should I use it now, or save it for later?)" ("base", xpos="far_left", ypos="head")
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"-Use it now-":
if game.daytime:
if not states.her.busy:
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gen "Yes, there's no time like the present..." ("grin", xpos="far_left", ypos="head")
gen "I'll just grab a seat first." ("base", xpos="far_left", ypos="head")
call blkfade
call gen_chibi("sit_behind_desk")
call hide_blkfade
jump tentacle_scene_intro
else:
gen "(On second thought... She's probably busy right now.)" ("base", xpos="far_left", ypos="head")
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else:
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gen "(It's a bit late... Miss Granger won't be having any classes right now...)" ("base", xpos="far_left", ypos="head")
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"-Save for later-":
pass
gen "(I'll just store this in my inventory for now...)" ("base", xpos="far_left", ypos="head")
call blkfade
call gen_chibi("sit_behind_desk")
call hide_blkfade
jump main_room_menu
label map_forest:
if game.daytime:
gen "I shouldn't be leaving the castle during the day. It's too risky..." ("base", xpos="far_left", ypos="head")
jump desk
call outskirts_of_hogwarts
gen "Let's see what I can find out here..." ("base", xpos="far_left", ypos="head")
menu:
"-Search the area-":
$ ran = renpy.random.random()
if ran < 0.3:
nar "You search around the forest and manage to find an odd-looking herb."
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gen "This must be wormwood." ("base", xpos="far_left", ypos="head")
menu:
"-Take the wormwood-":
nar "You gain 1 wormwood."
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$ potion_inv.add("ing_wormwood")
"-Leave it-":
pass
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nar "Finding nothing else of interest, you return to your office."
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jump return_office
elif ran < 0.6:
nar "You search around the forest and manage to find an odd-looking herb."
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gen "This must be Knotgrass." ("base", xpos="far_left", ypos="head")
menu:
"-Take the Knotgrass-":
nar "You gain 1 Knotgrass."
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$ potion_inv.add("ing_knotgrass")
"-Leave it-":
pass
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nar "Finding nothing else of interest, you return to your office."
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jump return_office
else:
nar "You search around the forest but find nothing of interest."
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jump return_office
label map_lake:
if game.daytime:
gen "I shouldn't be leaving the castle during the day. It's too risky..." ("base", xpos="far_left", ypos="head")
jump desk
call outskirts_of_hogwarts
gen "Let's see what I can find out here..." ("base", xpos="far_left", ypos="head")
menu:
"-Search the area-":
$ ran = renpy.random.random()
if ran < 0.3:
nar "You search around the lake and manage to find an slender, green vine."
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gen "This must be Niffler's fancy." ("base", xpos="far_left", ypos="head")
menu:
"-Take the Niffler's fancy-":
nar "You gain 1 Niffler's fancy."
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$ potion_inv.add("ing_niffler_fancy")
"-Leave it-":
pass
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nar "Finding nothing else of interest, you return to your office."
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jump return_office
elif ran < 0.6:
nar "You search around the lake and manage to find an exposed root that looks similar to ginger."
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gen "This must be Root of Aconite." ("base", xpos="far_left", ypos="head")
menu:
"-Take the Root of Aconite-":
nar "You gain 1 Root of Aconite."
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$ potion_inv.add("ing_aconite_root")
"-Leave it-":
pass
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nar "Finding nothing else of interest, you return to your office."
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jump return_office
else:
nar "You search around the lake but find nothing of interest."
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jump return_office
label gryffindor_dormitories:
show screen blkfade
with d5
centered "{size=+7}{color=#cbcbcb}Gryffindor's Dormitory{/color}{/size}"
menu:
"-Search the area-":#Cat Hair
$ ran = renpy.random.random()
if ran < 0.3:
nar "You search around the dorms and manage to find a clump of bright orange fur."
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gen "This must belong to some sort of animal." ("base", xpos="far_left", ypos="head")
menu:
"-Take the Fur-":
nar "You gain 1 Cat Fur."
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$ potion_inv.add("ing_cat_hair")
"-Leave it-":
pass
nar "Finding nothing else of interest you return to your office."
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jump return_office
else:
nar "You search around the dorms but find nothing of interest."
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jump return_office
label ravenclaw_dormitories:
show screen blkfade
with d5
centered "{size=+7}{color=#cbcbcb}Ravenclaw's Dormitory{/color}{/size}"
menu:
"-Search the area-":#Luna's Hair
$ ran = renpy.random.random()
if ran < 0.3:
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nar "You search around the dorms and manage to find a comb with some hair in it."
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gen "This must be someone's hair." ("base", xpos="far_left", ypos="head")
menu:
"-Take the hair-":
nar "You gain 1 Luna's Hair."
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$ potion_inv.add("ing_luna_hair")
"-Leave it-":
pass
nar "Finding nothing else of interest you return to your office."
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jump return_office
else:
nar "You search around the dorms but find nothing of interest."
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jump return_office
# Unreachable code
#
# label map_pitch:
# if states.map.quidditch_pitch.unlocked:
# hoo "Hello Professor Dumbledore, nice to see you out of your office today."
# hoo "What brings you down to the Quidditch pitch today?"
# gen "Quidditch, what sort of name is that?" ("base", xpos="far_left", ypos="head") #put in low talking tone
# hoo "What was that?"
# gen "Nothing, just commenting about the weather." ("base", xpos="far_left", ypos="head") #Maybe change this
# hoo "Well I'm glad that you're here. I wanted to have words with you about a problem that I'm having at the moment."
# gen "What's wrong?" ("base", xpos="far_left", ypos="head")
# hoo "Attendance at quidditch matches has slowly been declining over the last couple of months."
# hoo "Students just don't seem to want to turn up to watch their teams play. It's affecting team morale."
# gen "And how would you like to fix this?" ("base", xpos="far_left", ypos="head")
# hoo "Perhaps we could make attendance to the match mandatory."
# gen "I don't think it would work. If I did that you would just end up with a lot of disgruntled students booing your own team." ("base", xpos="far_left", ypos="head")
# gen "If poor attendance is affecting morale I would hate to think what that would do to the players." ("base", xpos="far_left", ypos="head")
# hoo "Well then what do you suggest?"
# gen "You need a way to attract and excite the crowd. To get the students here and to get them cheering." ("base", xpos="far_left", ypos="head")
# gen "What you need is a cheerleading team." ("base", xpos="far_left", ypos="head")
# hoo "A what?"
# gen "A team of girls to dance and cheer for their team. To get their fellow students brimming with enthusiasm." ("base", xpos="far_left", ypos="head")
# hoo "I'm not sure Sir, Hogwarts has always been a traditional school."
# hoo "Something like this goes in the face of that legacy."
# gen "Well if you feel that way then I think you might just have to accept the declining number of students watching the game." ("base", xpos="far_left", ypos="head")
# hoo "Fine, but I'm not comfortable with a team of these \"\Cheerleaders\"\. At most I'd be comfortable with one girl dancing." #Maybe adjust this so that there is a team
# gen "Well I think I have the perfect candidate. I'll send her over next practice session to try out." ("base", xpos="far_left", ypos="head")
# hoo "Okay, just make sure she's wearing something appropriate."
# jump return_office
# else:
# nar "You look around the open field but can't see any students or teachers."
# gen "Mustn't be a practice day." ("base", xpos="far_left", ypos="head")
# jump return_office
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label outskirts_of_hogwarts:
call blkfade
call gen_chibi("stand","desk","base")
call hide_blkfade
call gen_walk(action="leave")
call blkfade
stop music fadeout 1.0
centered "{size=+7}{color=#cbcbcb}Outskirts of Hogwarts{/color}{/size}"
$ renpy.scene("screens")
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play music "sounds/night.ogg" fadein 1 fadeout 1 #NIGHT SOUNDS. if_changed
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show her_ball outskirts as cg
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pause.3
call hide_blkfade
pause.8
play sound "sounds/steps_grass.ogg"
show her_ball outskirts g1 as cg
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return
label return_office:
call hide_characters
show screen blkfade
with d3
pause.8
jump main_room