WTS/game/scripts/events/DayNight.rpy

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label day_start:
show screen blkfade
hide snape_main
hide genie_main
hide tonks_main
hide cho_main
hide hermione_main
hide astoria_main
hide susan_main
hide luna_main
with dissolve
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python:
# Reset room objects
candleL_OBJ.foreground = None
candleR_OBJ.foreground = None
states.fireplace_started = False
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fireplace_OBJ.foreground = None
states.bird_fed = False
states.bird_petted = False
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phoenix_OBJ.foreground = None # Removes seeds image
states.cupboard_rummaged = False
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# Reset gift flags
states.ton.gifted = False
states.her.gifted = False
states.lun.gifted = False
states.cho.gifted = False
states.ast.gifted = False
states.sus.gifted = False
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# Reset chit-chat flags
states.sna.chatted = False
states.ton.chatted = False
states.her.chatted = False
states.lun.chatted = False
states.cho.chatted = False
states.ast.chatted = False
states.sus.chatted = False
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# Tick Event timers
ss_event_pause = max(ss_event_pause-1, 0)
ss_summon_pause = max(ss_summon_pause-1, 0)
nt_event_pause = max(nt_event_pause-1, 0)
nt_summon_pause = max(nt_summon_pause-1, 0)
hg_event_pause = max(hg_event_pause-1, 0)
hg_summon_pause = max(hg_summon_pause-1, 0)
ll_event_pause = max(ll_event_pause-1, 0)
ll_summon_pause = max(ll_summon_pause-1, 0)
cc_event_pause = max(cc_event_pause-1, 0)
cc_summon_pause = max(cc_summon_pause-1, 0)
ag_event_pause = max(ag_event_pause-1, 0)
ag_summon_pause = max(ag_summon_pause-1, 0)
sb_event_pause = max(sb_event_pause-1, 0)
sb_summon_pause = max(sb_summon_pause-1, 0)
# Reset busy flags (Based on current tick)
states.sna.busy = True # bool(ss_summon_pause)
states.ton.busy = bool(nt_summon_pause)
states.her.busy = bool(hg_summon_pause)
states.lun.busy = bool(ll_summon_pause)
states.cho.busy = bool(cc_summon_pause)
states.ast.busy = bool(ag_summon_pause)
states.sus.busy = bool(sb_summon_pause)
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# Improve Mood
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if states.env.difficulty == 1: # Easy difficulty
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val = 3
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elif states.env.difficulty == 2: # Normal difficulty
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val = 2
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elif states.env.difficulty == 3: # Hardcore difficulty
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val = 1
states.ton.mood = max(states.ton.mood-val, 0)
states.her.mood = max(states.her.mood-val, 0)
states.lun.mood = max(states.lun.mood-val, 0)
states.cho.mood = max(states.cho.mood-val, 0)
states.ast.mood = max(states.ast.mood-val, 0)
states.sus.mood = max(states.sus.mood-val, 0)
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# Game flags
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states.env.day += 1
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states.env.weather = "random"
states.env.daytime = True
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cupboard_OBJ.foreground = Transform(Text(str((states.env.day % 30) + 1), color="#fff", outlines=[(1, "#000", 0, 0)]), pos=(40, 100))
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# Send salary every 7th day
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if states.env.day % 7 == 0:
if states.paperwork_reports >= 1:
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letter_work_report.send()
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if not states.twi.ev.cardgame.first_random:
states.twi.ev.cardgame.interest = True
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# Pass time
mailbox.tick()
eventqueue.tick()
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house_points_daily()
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# Update map locations
call set_all_map_locations
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# Reset appearances and sprites
call update_luna
call update_astoria
call update_hermione
call update_susan
call update_cho
call update_tonks
call update_snape
call update_genie
call room(states.room, stop_sound=False, hide_screens=False)
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# Equip scheduled outfits
if states.lun.wardrobe_scheduling:
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$ luna.equip_random_outfit()
if states.ast.wardrobe_scheduling:
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$ astoria.equip_random_outfit()
if states.her.wardrobe_scheduling:
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$ hermione.equip_random_outfit()
if states.sus.wardrobe_scheduling:
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$ susan.equip_random_outfit()
if states.cho.wardrobe_scheduling:
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$ cho.equip_random_outfit()
if states.ton.wardrobe_scheduling:
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$ tonks.equip_random_outfit()
hide screen blkfade
hide screen bld1
hide screen blktone
with dissolve
$ renpy.force_autosave(True)
label day_resume:
# Start Quests
jump quests
# unreachable
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$ renpy.choice_for_skipping()
call screen room_menu
label night_start:
show screen blkfade
hide snape_main
hide genie_main
hide tonks_main
hide cho_main
hide hermione_main
hide astoria_main
hide susan_main
hide luna_main
with dissolve
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python:
# Reset room objects
if not candleL_OBJ.foreground:
candleL_OBJ.get_action()()
if not candleR_OBJ.foreground:
candleR_OBJ.get_action()()
states.cupboard_rummaged = False
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# Reset chit-chat flags
states.sna.chatted = False
states.ton.chatted = False
states.her.chatted = False
states.lun.chatted = False
states.cho.chatted = False
states.ast.chatted = False
states.sus.chatted = False
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# Reset busy flags (Based on current tick)
states.sna.busy = bool(ss_summon_pause)
states.ton.busy = bool(nt_summon_pause)
states.her.busy = bool(hg_summon_pause)
states.lun.busy = bool(ll_summon_pause)
states.cho.busy = bool(cc_summon_pause)
states.ast.busy = bool(ag_summon_pause)
states.sus.busy = bool(sb_summon_pause)
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# Game flags
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states.env.weather = "random"
states.env.daytime = False
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# Update map locations
call set_all_map_locations
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# Reset appearances and sprites
call update_luna
call update_astoria
call update_hermione
call update_susan
call update_cho
call update_tonks
call update_snape
call update_genie
call room(states.room, stop_sound=False, hide_screens=False)
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# Equip scheduled outfits
if states.lun.wardrobe_scheduling:
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$ luna.equip_random_outfit()
if states.ast.wardrobe_scheduling:
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$ astoria.equip_random_outfit()
if states.her.wardrobe_scheduling:
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$ hermione.equip_random_outfit()
if states.sus.wardrobe_scheduling:
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$ susan.equip_random_outfit()
if states.cho.wardrobe_scheduling:
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$ cho.equip_random_outfit()
if states.ton.wardrobe_scheduling:
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$ tonks.equip_random_outfit()
hide screen blkfade
hide screen bld1
hide screen blktone
with dissolve
$ renpy.force_autosave(True)
label night_resume:
# Start Quests
jump quests
# unreachable
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$ renpy.choice_for_skipping()
call screen room_menu