WTS/game/scripts/characters/cho/summon.rpy

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label summon_cho:
#play music "music/fuzzball-parade-by-kevin-macleod.ogg" fadein 1 if_changed
#play sound "sounds/door.ogg"
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$ states.active_girl = "cho"
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$ states.cho.busy = True
#call update_states.cho.tier
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call update_cho
$ renpy.checkpoint(hard=True)
if states.cho.ev.panty_thief.acquired:
if states.cho.tier == 2:
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jump cho_panties_response_T2
elif states.cho.tier == 3:
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jump cho_panties_response_T3
# Slytherin Quidditch Intro.
if states.cho.tier == 2 and not states.cho.ev.quidditch.e5_complete:
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jump cho_quid_E5
# Gryffindor Quidditch Intro.
elif states.cho.tier == 3 and not states.cho.ev.quidditch.e10_complete:
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jump cho_quid_E10
# Quidditch Outro (Not yet finished, need a few more days)
elif states.cho.tier == 4 and not states.cho.ev.quidditch.e14_complete:
jump cho_quid_E14
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# Clothes Events
call cho_summon_setup
label cho_requests:
# Reset
call reset_menu_position
cho "" (xpos="base", ypos="base")
menu:
# Main Matches
"-Start Hufflepuff Match-" (icon="interface/icons/small/huff.webp") if (states.cho.tier == 1 and states.cho.ev.quidditch.hufflepuff_stage == "ready"):
if states.cho.public_level == 0:
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gen "(If I want Cho to do anything in public with those {i}Muffletuffs{/i} I better do it before the match.)" ("base", xpos="far_left", ypos="head")
gen "(Although maybe not...)" ("base", xpos="far_left", ypos="head")
menu:
"Are you ready to begin the match?"
"-Yes-":
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pass
"-no-":
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jump cho_requests
jump start_hufflepuff_match
"-Start Slytherin Match-" (icon="interface/icons/small/slyt.webp") if (states.cho.tier == 2 and states.cho.ev.quidditch.slytherin_stage == "ready" and states.cho.ev.quidditch.e7_complete):
if states.cho.public_level <= 3:
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gen "(If I want Cho to do anything in public with those {i}Slythershits{/i} I better do it before the match.)" ("base", xpos="far_left", ypos="head")
gen "(Although maybe not...)" ("base", xpos="far_left", ypos="head")
menu:
"Are you ready to begin the match?"
"-Yes-":
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pass
"-no-":
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jump cho_requests
jump start_slytherin_match
"-Start Gryffindor Match-" (icon="interface/icons/small/gryf.webp") if (states.cho.tier == 3 and states.cho.ev.quidditch.gryffindor_stage == "ready" and states.cho.ev.quidditch.e13_complete):
if states.cho.public_level <= 6:
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gen "(If I want Cho to do anything in public with those {i}Gryphoncucks{/i} I better do it before the match.)" ("base", xpos="far_left", ypos="head")
gen "(Although maybe not...)" ("base", xpos="far_left", ypos="head")
nar "Starting the match will progress Cho's story to the next stage."
nar "Make sure to save your game in case you want to return to this stage later."
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pause.5
menu:
"Are you ready to begin the match?"
"-Yes-":
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pass
"-No-":
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jump cho_requests
jump start_gryffindor_match
# Talk
"-Talk-" (icon="interface/icons/small/talk.webp"):
if states.cho.mood > 0:
cho "I have nothing to say to you, [name_genie_cho]..." ("annoyed", "base", "base", "mid")
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jump cho_requests
call cho_chitchat
jump cho_talk
# Quidditch Training
"-Training-" (icon="interface/icons/small/quidditch.webp") if states.cho.tier < 4 and not states.cho.ev.quidditch.lock_training:
if states.cho.mood > 0:
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gen "Ready to get back to training?" ("base", xpos="far_left", ypos="head")
if states.cho.mood >= 5:
cho "No.{w=0.5} And I don't want to hear of it right now, Sir." ("open", "narrow", "angry", "mid")
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else:
cho "I'm sorry, [name_genie_cho]. But I don't feel like training today." ("soft", "base", "worried", "down")
nar "Cho is still upset with you."
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jump cho_requests
jump cho_training
"-Training-" (icon="interface/icons/small/quidditch.webp", style="disabled") if states.cho.tier < 4 and states.cho.ev.quidditch.lock_training:
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gen "(She's as ready as one can be.)" ("base", xpos="far_left", ypos="head")
jump cho_requests
"-Sexual favours-" (icon="interface/icons/small/condom.webp") if states.cho.favors_unlocked:
if states.cho.mood > 0:
cho "I'm sorry, [name_genie_cho]. But I don't feel like it today..." ("upset", "base", "worried", "mid")
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jump cho_requests
else:
jump cho_favor_menu
"-Sexual favours-" (icon="interface/icons/small/condom.webp", style="disabled") if not states.cho.favors_unlocked:
if states.cho.tier == 1:
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gen "(I need to help her with her Quidditch training, before I can ask for something like this.)" ("base", xpos="far_left", ypos="head")
elif states.cho.tier == 4:
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gen "(I have a feeling this is as far as I can progress with her at the moment.)" ("base", xpos="far_left", ypos="head")
else:
gen "(I should ask her about the next Quidditch match first. See who we're up against...)" ("base", xpos="far_left", ypos="head")
jump cho_requests
"-Wardrobe-" (icon="interface/icons/small/wardrobe.webp") if states.cho.wardrobe_unlocked:
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hide cho_main with d1
call wardrobe
jump cho_requests
"-Hidden-" (style="disabled") if not states.cho.wardrobe_unlocked:
nar "You haven't unlocked this feature yet."
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jump cho_requests
"-Give Item-" (icon="interface/icons/small/gift.webp"):
hide cho_main with d1
call gift_menu
jump cho_requests
# Dismiss
"-Dismiss Her-":
stop music fadeout 3.0
if states.cho.mood == 0:
cho "Goodbye, [name_genie_cho]." ("base", "base", "base", "mid")
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else:
cho "Goodbye, [name_genie_cho]." ("annoyed", "base", "base", "L")
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play sound "sounds/door.ogg"
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jump end_cho_event
# Cho Favor Menu
label cho_favor_menu:
call update_cho_favors
menu:
"-Personal Favours-" (icon="interface/icons/small/heart_red.webp"):
label .personal:
python:
menu_choices = []
for i in cc_favor_list:
if i in []: # Not in the game yet.
menu_choices.append(gui.menu_item("-Not available-", "na", style="disabled"))
elif i.start_tier > states.cho.tier:
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menu_choices.append(gui.menu_item("-Not ready-", "vague", style="disabled"))
else:
menu_choices.append(i.get_menu_item())
menu_choices.append(("-Never mind-", "nvm"))
result = renpy.display_menu(menu_choices)
if result == "nvm":
jump cho_favor_menu
elif result == "vague":
call favor_not_ready
jump .personal
elif result == "na":
call not_available
jump .personal
else:
$ renpy.jump(result)
"-Public Requests-" (icon="interface/icons/small/star_yellow.webp", style="disabled") if not game.daytime or not states.cho.requests_unlocked:
if not states.cho.requests_unlocked:
nar "Progress further to unlock public requests."
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elif not game.daytime:
nar "Public requests are available during the day only."
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jump cho_favor_menu
"-Public Requests-" (icon="interface/icons/small/star_yellow.webp") if game.daytime and states.cho.requests_unlocked:
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jump cho_requests_menu
"-Never mind-":
jump cho_requests
label update_cho_favors:
python:
for i in cc_favor_list:
i.tier = states.cho.tier
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return
# Cho Requests Menu
label cho_requests_menu:
call update_cho_requests
python:
menu_choices = []
for i in cc_requests_list:
if i in []: # Not in the game yet.
menu_choices.append(gui.menu_item("-Not available-", "na", style="disabled"))
menu_choices.append(gui.menu_item())
elif i.start_tier > states.cho.tier:
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menu_choices.append(gui.menu_item("-Not ready-", "vague", style="disabled"))
else:
menu_choices.append(i.get_menu_item())
menu_choices.append(("-Never mind-", "nvm"))
result = renpy.display_menu(menu_choices)
if result == "nvm":
jump cho_favor_menu
elif result == "vague":
call favor_not_ready
jump cho_requests
elif result == "na":
call not_available
jump cho_requests
else:
$ renpy.jump(result)
label update_cho_requests:
# Set event tier to current Cho tier if they are different
python:
for i in cc_requests_list:
i.tier = states.cho.tier
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return
label favor_not_ready:
nar "You can't do this favour just yet."
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return
label not_available:
$ TBA_message("This feature is currently not available as of version %s." % config.version)
return