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

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label summon_cho:
#call play_music("cho")
#call play_sound("door")
$ active_girl = "cho"
$ last_character = "cho"
$ cho_busy = True
#call update_cho_tier
call update_cho
$ renpy.checkpoint(hard=True)
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if has_cho_panties:
if cho_tier == 2:
jump cho_panties_response_T2
elif cho_tier == 3:
jump cho_panties_response_T3
# Slytherin Quidditch Intro.
if cho_tier == 2 and not cho_quid.E5_complete:
jump cho_quid_E5
# Gryffindor Quidditch Intro.
elif cho_tier == 3 and not cho_quid.E10_complete:
jump cho_quid_E10
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# Quidditch Outro
elif cho_tier == 4 and not cho_quid.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 (cho_tier == 1 and hufflepuff_match == "ready"):
if cho_reputation == 0:
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 (cho_tier == 2 and slytherin_match == "ready" and cho_quid.E7_complete):
if cho_reputation <= 3:
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 (cho_tier == 3 and gryffindor_match == "ready" and cho_quid.E13_complete):
if cho_reputation <= 6:
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")
show screen blktone
with d3
">Starting the match will progress Cho's story to the next stage."
">Make sure to save your game in case you want to return to this stage later."
hide screen blktone
with d3
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 cho_mood > 0:
cho "I have nothing to say to you, [cho_genie_name]..." (face="annoyed")
jump cho_requests
call cho_chitchat
jump cho_talk
# Quidditch Training
"-Training-" (icon="interface/icons/small/quidditch.webp") if cho_tier < 4 and not cho_quid.lock_training:
if cho_mood > 0:
gen "Ready to get back to training?" ("base", xpos="far_left", ypos="head")
if cho_mood >= 5:
cho "No.{w=0.5} And I don't want to hear of it right now, Sir." (face="angry")
else:
cho "I'm sorry, [cho_genie_name]. But I don't feel like training today." ("soft", "base", "worried", "down")
call nar(">Cho is still upset with you.")
jump cho_requests
jump cho_training
"-Training-" (icon="interface/icons/small/quidditch.webp", style="disabled") if cho_tier < 4 and cho_quid.lock_training:
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 cho_favors_unlocked:
if cho_mood > 0:
cho "I'm sorry, [cho_genie_name]. But I don't feel like it today..." ("upset", "base", "worried", "mid")
jump cho_requests
else:
jump cho_favor_menu
"-Sexual favours-" (icon="interface/icons/small/condom.webp", style="disabled") if not cho_favors_unlocked:
if cho_tier == 1:
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 cho_tier == 4:
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 cho_wardrobe_unlocked:
hide cho_main with d1
call wardrobe
jump cho_requests
"-Hidden-" (style="disabled") if not cho_wardrobe_unlocked:
call nar(">You haven't unlocked this feature yet.")
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 cho_mood == 0:
cho "Goodbye, [cho_genie_name]." ("base")
else:
cho "Goodbye, [cho_genie_name]." ("annoyed")
call play_sound("door")
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 > cho_tier:
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 cho_requests_unlocked:
if not cho_requests_unlocked:
call nar(">Progress further to unlock public requests.")
elif not game.daytime:
call nar(">Public requests are available during the day only.")
jump cho_favor_menu
"-Public Requests-" (icon="interface/icons/small/star_yellow.webp") if game.daytime and cho_requests_unlocked:
jump cho_requests_menu
"-Never mind-":
jump cho_requests
label update_cho_favors:
python:
for i in cc_favor_list:
i.tier = cho_tier
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 > cho_tier:
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 = cho_tier
return
label favor_not_ready:
call nar(">You can't do this favour just yet.")
return
label not_available:
$ TBA_message("This feature is currently not available as of version %s." % config.version)
return