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init python:
def shop_dress_sortfilter(item, sortby="Price (Asc)", filtering=None):
# Always sort alphabetically first.
item = sorted(item, key=lambda x: natsort_key(x.name))
if sortby == "Price (Asc)":
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item.sort(key=lambda x: x.price, reverse=False)
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elif current_sorting == "Price (Desc)":
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item.sort(key=lambda x: x.price, reverse=True)
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if sortby == "Lewdness (Asc)":
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item.sort(key=get_outfit_score, reverse=False)
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elif current_sorting == "Lewdness (Desc)":
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item.sort(key=get_outfit_score, reverse=True)
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return item
label shop_dress:
$ gui.in_context("shop_dress_menu")
return
label shop_dress_menu:
python:
current_sorting = "Price (Asc)"
category_items = {"hermione": hermione.outfits, "tonks": tonks.outfits, "cho": cho.outfits, "luna": luna.outfits, "astoria": astoria.outfits, "susan": susan.outfits}
current_category = "hermione"
store_cart = set()
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menu_items = shop_dress_sortfilter((x for x in category_items.get(current_category, []) if (x.unlocked == False and x.price > 0 and x not in store_cart)), current_sorting)
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current_item = next(iter(menu_items), None)
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parcel_callbacks = []
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show screen shop_dress()
label .after_init:
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$ renpy.dynamic(__choice = ui.interact())
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if __choice[0] == "category":
$ current_category = __choice[1]
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$ menu_items = shop_dress_sortfilter((x for x in category_items.get(current_category, []) if (x.unlocked == False and x.price > 0 and x not in store_cart)), current_sorting)
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$ current_item = next(iter(menu_items), None)
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elif __choice[0] == "buy":
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show screen blktone
with d3
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if game.gold < __choice[1].price:
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gen "(I don't have enough gold.)" ("base", xpos="far_left", ypos="head")
else:
if len(store_cart) < 5:
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$ renpy.call("purchase_outfit", __choice[1])
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play sound "sounds/money.ogg"
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$ game.gold -= __choice[1].price
$ store_cart.add(__choice[1])
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$ menu_items = shop_dress_sortfilter((x for x in category_items.get(current_category, []) if (x.unlocked == False and x.price > 0 and x not in store_cart)), current_sorting)
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$ current_item = next(iter(menu_items), None)
if len(store_cart) < 5:
maf "Anything else?"
else:
maf "That was your fifth order, sir, I'm afraid it will have to be your last one."
else:
maf "I'm sorry luv but that's as much as you can order for now."
hide screen blktone
with d3
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elif __choice == "sort":
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if current_sorting == "Price (Asc)":
$ current_sorting = "Price (Desc)"
elif current_sorting == "Price (Desc)":
$ current_sorting = "Lewdness (Asc)"
elif current_sorting == "Lewdness (Asc)":
$ current_sorting = "Lewdness (Desc)"
elif current_sorting == "Lewdness (Desc)":
$ current_sorting = "Price (Asc)"
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$ menu_items = shop_dress_sortfilter([x for x in category_items.get(current_category, []) if bool(x.unlocked == False and x.price > 0 and not x in store_cart)], current_sorting)
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else: # Close
if len(store_cart) < 5:
show screen blktone
with d3
menu:
maf "Are you finished shopping, dearie?"
"-Yes, I'm done-":
pass
"-Not yet-":
hide screen blktone
with d3
jump .after_init
if store_cart:
$ transit_time = len(store_cart)+1
$ packaging_fee = 45 + ( (len(store_cart)-1) * 20 )
menu:
maf "If you pay extra, I could hire a bunch of elves to speed things up..."
"\"Fine. ([packaging_fee] gold)\"" if game.gold >= packaging_fee:
$ game.gold -= packaging_fee
$ transit_time = int(transit_time/2)
"\"Fine. ([packaging_fee] gold)\"" (style="disabled") if game.gold < packaging_fee:
maf "Sorry luv, but it appears you have no gold left."
"-No thanks-":
pass
hide screen shop_dress
hide screen blktone
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$ _tmp = "tomorrow" if transit_time == 1 else f"in about {transit_time} days"
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maf "You can expect a parcel [_tmp]."
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# Executes callbacks upon receival of the parcel.
$ curry = renpy.curry(execute_callbacks)(parcel_callbacks) if parcel_callbacks else None
$ parcel_callbacks = []
$ Parcel(contents=[(k, 1) for k in store_cart], wait=transit_time, func=curry).send()
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return
else:
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gen "Nothing has caught my eye I'm afraid." ("base", xpos="far_left", ypos="head")
maf "Maybe next time."
return
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jump .after_init
screen shop_dress():
tag shop_dress
zorder 15
modal True
add "gui_fade"
if renpy.mobile:
use close_button_background
use close_button
fixed:
if settings.get("animations"):
at gui_animation
use shop_dress_menu()
use shop_dress_menuitem()
screen shop_dress_menu():
tag shop_menu
zorder 15
style_prefix "shop"
default icon_bg = gui.format("interface/achievements/{}/iconbox.webp")
default icon_frame = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
default panel = gui.format("interface/frames/{}/panel_left.webp")
default highlight = gui.format("interface/achievements/{}/highlight_left_b.webp")
window:
pos (150, 90)
xysize (207, 454)
background panel
use invisible_button()
vbox:
pos (6, 6)
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for category in category_items.keys():
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if get_character_unlock(category):
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$ icon = Fixed(icon_bg, Frame( Transform(f"interface/icons/head/{category}.webp", fit="contain"), xysize=(42, 42), offset=(3, 3)), "interface/achievements/glass_iconbox.webp")
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vbox:
textbutton category:
style "empty"
xysize (195, 48)
text_align (0.6, 0.5)
text_xanchor 0.5
text_size 20
foreground icon
hover_background highlight
selected_background highlight
selected (current_category == category)
action Return(["category", category])
add gui.format("interface/frames/{}/spacer_left.webp")
vbox:
style_prefix gui.theme('achievements_filters')
pos (6, 384)
button action None
textbutton "Sort by: [current_sorting]" action Return("sort")
screen shop_dress_menuitem():
tag shop_menuitem
zorder 16
style_prefix "shop"
default icon_size = (144, 288)
default icon_frame = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
default panel = gui.format("interface/frames/{}/panel.webp")
window:
pos (367, 37)
xysize (560, 501)
background panel
use invisible_button()
text "Shop" size 22 xalign 0.5 ypos 65
if current_item:
frame:
xalign 0.5
ypos 412
vbox:
xalign 0.5
add gui.format("interface/achievements/{}/highlight.webp")# pos (112, 375)
add gui.format("interface/achievements/{}/spacer.webp")# pos (120, 398)
text "[current_item.desc]" size 12 yoffset 6
text "[current_item.name]" xalign 0.5 ypos 3 size 16
$ frame = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
textbutton "Buy":
style "inventory_button"
background frame
xalign 0.95
action Return(["buy", current_item])
vpgrid:
rows 1
xspacing 5
yspacing 2
draggable True
mousewheel "horizontal"
scrollbars "horizontal"
xmaximum 512
ypos 106
xalign 0.5
at transform:
mesh True
for item in menu_items:
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$ icon = Transform(item.image, crop=(215, 0, 680, 1200), mesh=True, gl_pixel_perfect=True)
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$ is_modded = item.is_modded()
$ is_affordable = bool(game.gold >= item.price)
button:
style "shop_outfit_button"
xysize icon_size
background Transform(icon, xsize=144, ysize=288, fit="contain", anchor=(0.5, 1.0), align=(0.5, 1.0), yoffset=-6)
selected (current_item == item)
action SetVariable("current_item", item)
add icon_frame
if is_affordable:
text "{color=#daa520}G{/color} [item.price]" xalign 0.5 ypos 10 color "#ffffff" outlines [ (1, "#000", 0, 0) ] style "shop_outfit_text"
else:
text "{color=#daa520}G{/color} {color=#ff0000}[item.price]{/color}" xalign 0.5 ypos 10 color "#ffffff" outlines [ (1, "#000", 0, 0) ] style "shop_outfit_text"
if config.developer:
$ outfit_score = get_outfit_score(item)
text "{color=#fff}score{/color} [outfit_score]" align (0.1, 0.98) color "#ffffff" outlines [ (1, "#000", 0, 0) ] size 8
hbox:
offset (5, -5)
align (0.0, 1.0)
if is_modded:
text "M" color "#00b200"
style shop_window is empty
style shop_outfit_button is empty:
foreground None
hover_foreground "#ffffff80"
selected_foreground "#ffffff40"
activate_sound "sounds/click.ogg"
style shop_outfit_button_text is default:
size 14
style shop_outfit_text:
size 20