Random Object Refactoring and a bug fix (by
Gouvernathor)
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9a088d22e1
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@ -86,7 +86,8 @@ label day_start:
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# Randomisers
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# Randomisers
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random_gold = renpy.random.randint(8, 40)
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random_gold = renpy.random.randint(8, 40)
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map_randomobj = renpy.random.Random()
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map_randomobj.seed()
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door_randomobj.seed()
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# Send salary every 7th day
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# Send salary every 7th day
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if game.day % 7 == 0:
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if game.day % 7 == 0:
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@ -194,7 +195,8 @@ label night_start:
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# Randomisers
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# Randomisers
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random_gold = renpy.random.randint(8, 40)
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random_gold = renpy.random.randint(8, 40)
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map_randomobj = renpy.random.Random()
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map_randomobj.seed()
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door_randomobj.seed()
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# Update map locations
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# Update map locations
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call set_all_map_locations
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call set_all_map_locations
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@ -3,28 +3,29 @@
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####################################
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####################################
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default summon_show_busy = True
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default summon_show_busy = True
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default door_randomobj = renpy.random.Random()
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label summon:
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init python:
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$ gui.in_context("summon_menu")
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def __choice(seq):
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jump main_room_menu
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seed = door_randomobj.getstate()
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rv = door_randomobj.choice(seq)
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door_randomobj.setstate(seed)
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return rv
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label summon_menu(xx=723, yy=90):
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define map_transcript_loc = dict(
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library = "Library",
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$ renpy.dynamic(
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room_g = "Gryffindor Dormitory",
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map_transcript_loc = {
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room_s = "Slytherin Dormitory",
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"library": "Library",
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room_r = "Ravenclaw Dormitory",
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"room_g": "Gryffindor Dormitory",
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room_h = "Hufflepuff Dormitory",
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"room_s": "Slytherin Dormitory",
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great_hall = "Great Hall",
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"room_r": "Ravenclaw Dormitory",
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courtyard = "Courtyard",
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"room_h": "Hufflepuff Dormitory",
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forest = "Forest",
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"great_hall": "Great Hall",
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greenhouse = "Greenhouse",
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"courtyard": "Courtyard",
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defense = "D.A.D.A Classroom",
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"forest": "Forest",
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training_grounds = "Training Grounds",
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"greenhouse": "Greenhouse",
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Lake = "Lake",
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"defense": "D.A.D.A Classroom",
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randomstudent = functools.partial(__choice, (
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"training_grounds": "Training Grounds",
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"Lake": "Lake",
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"randomstudent": renpy.random.choice((
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"Classroom",
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"Classroom",
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"Bathroom",
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"Bathroom",
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"Hagrid's Hut",
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"Hagrid's Hut",
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@ -32,7 +33,7 @@ label summon_menu(xx=723, yy=90):
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"Mafkin's Store",
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"Mafkin's Store",
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"Broom Cupboard",
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"Broom Cupboard",
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"Attic")),
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"Attic")),
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"randomsnape": renpy.random.choice((
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randomsnape = functools.partial(__choice, (
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"Classroom",
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"Classroom",
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"Boathouse",
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"Boathouse",
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"Bathroom",
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"Bathroom",
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@ -48,7 +49,7 @@ label summon_menu(xx=723, yy=90):
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"Staircase",
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"Staircase",
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"Behind your door",
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"Behind your door",
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"Room of Doom")),
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"Room of Doom")),
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"randomtonks": renpy.random.choice((
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randomtonks = functools.partial(__choice, (
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"Classroom",
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"Classroom",
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"Bathroom",
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"Bathroom",
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"Hall",
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"Hall",
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@ -57,7 +58,7 @@ label summon_menu(xx=723, yy=90):
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"Hufflepuff Dormitory",
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"Hufflepuff Dormitory",
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"Ravenclaw Dormitory",
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"Ravenclaw Dormitory",
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"Training Grounds",
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"Training Grounds",
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"Tonks' Room",
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"Tonks's Room",
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"Quidditch Pitch",
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"Quidditch Pitch",
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"Infirmary",
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"Infirmary",
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"Sex Dungeon",
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"Sex Dungeon",
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@ -66,8 +67,15 @@ label summon_menu(xx=723, yy=90):
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"Lake",
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"Lake",
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"Greenhouse",
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"Greenhouse",
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"Mafkin's Store")),
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"Mafkin's Store")),
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},
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)
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label summon:
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$ gui.in_context("summon_menu")
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jump main_room_menu
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label summon_menu(xx=723, yy=90):
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$ renpy.dynamic(
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# Door dictionary
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# Door dictionary
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summon_dict = {
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summon_dict = {
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# the order will be the one in the menu
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# the order will be the one in the menu
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@ -179,7 +187,8 @@ screen summon_menu():
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xysize (48, 48)
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xysize (48, 48)
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add crop_image_zoom("interface/icons/head/"+char_dict["ico"]+".webp", 42, 42, char_dict["busy"]) align (0.5, 0.5)
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add crop_image_zoom("interface/icons/head/"+char_dict["ico"]+".webp", 42, 42, char_dict["busy"]) align (0.5, 0.5)
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text map_transcript_loc[char_dict["loc"]] size 10 xalign 0.625 yalign 0.9 xanchor 0.5
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$ loc = map_transcript_loc[char_dict["loc"]]
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text (loc() if callable(loc) else loc) size 10 xcenter 0.6 yalign 0.9
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if not states.sna.unlocked:
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if not states.sna.unlocked:
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text "You don't know anyone" size 12 at truecenter
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text "You don't know anyone" size 12 at truecenter
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@ -43,7 +43,7 @@ label shop_item_menu(xx=150, yy=90):
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show screen shop_item(xx, yy)
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show screen shop_item(xx, yy)
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label .after_init:
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label .after_init:
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$ renpy.dynamix(__choice = ui.interact())
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$ renpy.dynamic(__choice = ui.interact())
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if __choice[0] == "select":
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if __choice[0] == "select":
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$ current_item = __choice[1]
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$ current_item = __choice[1]
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