Refactoring weather checks
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333fdfed51
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085a4d8e9c
@ -641,7 +641,7 @@ label ag_st_imperio_E2:
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play sound "sounds/thunder_2.ogg"
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pause .5
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if game.weather in {"clear", "cloudy"}:
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if states.env.weather in {"clear", "cloudy"}:
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gen "Where the hell did that thunder come from?" ("base", xpos="far_left", ypos="head")
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else:
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gen "What the--" ("base", xpos="far_left", ypos="head")
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@ -78,11 +78,11 @@ label start_gryffindor_match:
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gen "Go-go Ravenclaw!" ("base", xpos="far_left", ypos="head")
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cho "Right..." ("disgust", "base", "base", "mid")
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if game.weather in {"rain", "storm"}:
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if states.env.weather in {"rain", "storm"}:
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cho "Let's just hope it stops raining before then." ("soft", "base", "base", "R")
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elif game.weather in {"snow", "blizzard"}:
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elif states.env.weather in {"snow", "blizzard"}:
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cho "Let's just hope it stops snowing before then." ("soft", "base", "base", "R")
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elif game.weather == "overcast":
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elif states.env.weather == "overcast":
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cho "Let's just hope the weather doesn't get worse." ("soft", "base", "base", "R")
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else:
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cho "Let's hope the weather stays like it is." ("soft", "base", "base", "R")
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@ -127,7 +127,7 @@ label gryffindor_match:
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$ states.env.gold = 1984
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$ states.env.day = 665
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$ states.env.daytime = True
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$ game.weather = "clear"
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$ states.env.weather = "clear"
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call room("main_room")
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hide screen blkfade
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@ -589,7 +589,7 @@ label gryffindor_match:
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$ states.env.gold = 1984
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$ states.env.day = 667
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$ states.env.daytime = True
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$ game.weather = "clear"
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$ states.env.weather = "clear"
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$ snape_chibi.zorder = 3
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$ tonks_chibi.zorder = 4
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call room("quidditch_stands",)
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@ -731,7 +731,7 @@ label gryffindor_match:
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$ states.env.gold = 1984
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$ states.env.day = 667
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$ states.env.daytime = True
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$ game.weather = "clear"
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$ states.env.weather = "clear"
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$ snape_chibi.zorder = 3
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$ tonks_chibi.zorder = 4
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call room("quidditch_stands",)
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@ -105,7 +105,7 @@ label cc_gt_return:
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$ states.env.gold = 1984
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$ states.env.day = 665
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$ states.env.daytime = False
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$ game.weather = "clear"
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$ states.env.weather = "clear"
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call room("main_room")
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call cho_chibi(xpos="mid", ypos="base")
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@ -14,11 +14,11 @@ label start_hufflepuff_match:
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cho "Yes, [name_genie_cho]." ("base", "base", "base", "mid")
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gen "Well then, tomorrow it is!" ("grin", xpos="far_left", ypos="head")
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if game.weather in {"rain", "storm"}:
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if states.env.weather in {"rain", "storm"}:
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cho "Sounds great, [name_genie_cho]. I just hope it stops raining before then." ("soft", "base", "base", "R")
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elif game.weather in {"snow", "blizzard"}:
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elif states.env.weather in {"snow", "blizzard"}:
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cho "Sounds great, [name_genie_cho]. I just hope it stops snowing before then." ("soft", "base", "base", "R")
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elif game.weather == "overcast":
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elif states.env.weather == "overcast":
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cho "Sounds great, [name_genie_cho]. I just hope the weather doesn't get worse." ("soft", "base", "base", "R")
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else:
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cho "Sounds great, [name_genie_cho]. I just hope the weather stays like it is." ("soft", "base", "base", "R")
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@ -9,7 +9,7 @@ label cc_ht_start:
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# First Hufflepuff match.
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gen "Ready to show off your panties to those badgering badgers?" ("base", xpos="far_left", ypos="head")
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if game.weather in ("blizzard", "storm", "snow", "rain"):
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if states.env.weather in ("blizzard", "storm", "snow", "rain"):
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cho "In this weather? But I'll freeze my legs off if I'm to wear a skirt..." ("clench", "base", "base", "R")
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cho "I'd rather not catch a cold during practice..." ("open", "base", "worried", "mid")
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gen "Alright." ("base", xpos="far_left", ypos="head")
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@ -1113,7 +1113,7 @@ label cho_quid_E12:
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# Genie visits cho during her training as requested
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$ game.weather = "clear"
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$ states.env.weather = "clear"
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gen "*Yawn*..." ("base", xpos="far_left", ypos="head")
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gen "I can't believe she made me wake up this early..." ("base", xpos="far_left", ypos="head")
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@ -1509,7 +1509,7 @@ label cho_quid_E12:
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$ states.env.gold = 1984
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$ states.env.day = 666
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$ states.env.daytime = True
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$ game.weather = "clear"
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$ states.env.weather = "clear"
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$ hooch_chibi.zoom = 0.38
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$ hooch_chibi.zorder = 4
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call room("quidditch_pitch")
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@ -1767,7 +1767,7 @@ label cho_quid_E14:
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with d5
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stop weather fadeout 4
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$ game.weather = "clear"
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$ states.env.weather = "clear"
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play sound "sounds/cloth_sound3.ogg"
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@ -76,7 +76,7 @@ label start_slytherin_match:
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label slytherin_match:
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# Quidditch match: Ravenclaw vs. Slytherin
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$ game.weather = "clear"
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$ states.env.weather = "clear"
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$ cho_outfit_last.save()
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$ her_outfit_last.save()
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@ -363,7 +363,7 @@ label slytherin_match:
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call quidditch_stands(weather="overcast", tree_fire=True, rain=True, puddles=True)
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with flashbulb
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play weather "sounds/storm.ogg" fadeout 1.0 fadein 3.0
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$ game.weather = "rain"
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$ states.env.weather = "rain"
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pause 1.0
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sna "Indeed!" ("snape_02", ypos="head")
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@ -685,7 +685,7 @@ label slytherin_match:
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call gen_chibi("stand_alt", 155, 420) #,210,40+250)
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with d3
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$ game.weather = "overcast"
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$ states.env.weather = "overcast"
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play background "sounds/wind_long_loop.ogg" fadein 5 fadeout 2
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call weather_sound
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play music "music/machinations-by-kevin-macleod.ogg" fadein 1 fadeout 1 if_changed
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@ -394,7 +394,7 @@ label cc_pr_manipulate_girls_T3_angelina:
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cho @ cheeks blush "" ("normal", "narrow", "base", "down", xpos="mid", ypos="base", trans=fade)
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if game.weather == "rain":
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if states.env.weather == "rain":
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gen "Whoa, you're soaking!" ("angry", xpos="far_left", ypos="head")
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cho @ cheeks blush "Oh, yes... I guess my clothes ended up a little wet..." ("base", "narrow", "base", "down") #Blushing
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else:
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@ -275,7 +275,7 @@ label hermione_chitchat:
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her "I am thankful that you keep on buying favours from me, [name_genie_hermione]..." ("open", "base", "worried", "R")
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her "" ("soft", "base", "base", "R")
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block if game.weather in {"snow", "blizzard"}:
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block if states.env.weather in {"snow", "blizzard"}:
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her "It's quite cold outside today, isn't it?" ("open", "base", "base", "mid")
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her "" ("soft", "base", "base", "mid")
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@ -470,7 +470,7 @@ label hermione_chitchat:
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her "Sadly, the ones I've bought are already gone..." ("annoyed", "happyCl", "worried", "mid",emote="sweat")
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her "" ("base", "base", "base", "R")
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block if game.weather in {"rain", "storm", "overcast"}:
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block if states.env.weather in {"rain", "storm", "overcast"}:
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her "It certainly is chilly outside..." ("open", "base", "base", "mid")
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her "I hope it's going to start snowing soon..." ("base", "base", "base", "mid")
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her "You will let me wear a coat at least, right?" ("angry", "happyCl", "worried", "mid",emote="sweat")
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@ -8,7 +8,7 @@ label hermione_summon_setup:
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#
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# TODO: Remove obsolete variables and fix the code after clothes have been added.
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#
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# if game.weather == "clear":
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# if states.env.weather == "clear":
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# if states.her.tier >= 3 and states.env.daytime and not hg_muggle_hot_ITEM.unlocked:
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# $ hg_muggle_hot_ITEM.unlocked = True
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@ -57,7 +57,7 @@ label hermione_summon_setup:
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# call unlock_clothing(text = "New clothing items for Hermione have been unlocked!", item = hg_muggle_hot_ITEM)
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# if game.weather == "overcast":
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# if states.env.weather == "overcast":
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# #One time event.
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# if not hg_accs_wool_g_ITEM.unlocked:
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@ -120,7 +120,7 @@ label hermione_summon_setup:
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# # Raining
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# if game.weather == "rain":
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# if states.env.weather == "rain":
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# if states.her.tier >= 2 and not hg_muggle_rainy_ITEM.unlocked:
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# $ hg_muggle_rainy_ITEM.unlocked = True
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@ -185,7 +185,7 @@ label hermione_summon_setup:
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# pause.5 #Shows Hermione with robe for a bit.
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# # Snow
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# if game.weather in ("snow", "blizzard"):
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# if states.env.weather in ("snow", "blizzard"):
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# if states.her.tier >= 2 and not hg_muggle_cold_ITEM.unlocked:
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# $ hg_muggle_cold_ITEM.unlocked = True
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@ -490,7 +490,7 @@ label hermione_change:
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gen "I said mass flood!" ("angry", xpos="far_left", ypos="head")
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her "Mass flood?" ("soft", "base", "base", "mid")
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gen "Are you deaf or something?" ("base", xpos="far_left", ypos="head")
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if game.weather == "rain":
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if states.env.weather == "rain":
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her "I was pretty sure you said--" ("open", "base", "base", "mid")
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her "" ("normal", "base", "base", "R")
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gen "Look outside the window, it's raining is it not?" ("base", xpos="far_left", ypos="head")
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@ -841,7 +841,7 @@ label ll_pf_blowjob_T4_E3_intro:
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lun "Of course!" ("angry", "base", "base", "mid")
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"-Humour her-":
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if states.env.daytime:
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if game.weather == "clear": #Sunny
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if states.env.weather == "clear": #Sunny
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gen "Right..." ("base", xpos="far_left", ypos="head")
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lun "Can't you see the radiant joy on Mister Sun's face?" ("grin", "base", "base", "L")
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gen "Looks like the same burning ball of fire to me." ("base", xpos="far_left", ypos="head")
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@ -29,7 +29,7 @@ label snape_chitchat:
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sna "Do you think you can break the girl?" ("snape_25")
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block:
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if game.weather in ("rain", "blizzard"):
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if states.env.weather in ("rain", "blizzard"):
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sna "Isn't the weather lovely today?" ("snape_02")
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sna "I wish it would stay like this forever." ("snape_06")
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else:
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@ -70,7 +70,7 @@ label snape_hangout:
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label end_snape_hangout_points:
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if states.sna.level < 100:
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if game.weather in {"rain", "storm"}:
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if states.env.weather in {"rain", "storm"}:
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# Rain puts him in a good mood.
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$ states.sna.level += 1
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@ -5,7 +5,7 @@
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# First time genie meets snape
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label snape_intro_E1:
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$ game.weather = "clear"
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$ states.env.weather = "clear"
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call weather_sound
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pause 1
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@ -586,13 +586,13 @@ init python:
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for o in self.outfits:
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if o.unlocked and o.schedule["day" if states.env.daytime else "night"]:
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if game.weather == "overcast" and o.schedule["cloudy"]:
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if states.env.weather == "overcast" and o.schedule["cloudy"]:
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schedule.append(o)
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elif game.weather in {"storm", "rain"} and o.schedule["rainy"]:
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elif states.env.weather in {"storm", "rain"} and o.schedule["rainy"]:
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schedule.append(o)
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elif game.weather in {"snow", "blizzard"} and o.schedule["snowy"]:
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elif states.env.weather in {"snow", "blizzard"} and o.schedule["snowy"]:
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schedule.append(o)
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elif game.weather in {"clear", "cloudy"} and not (o.schedule["cloudy"] or o.schedule["rainy"] or o.schedule["snowy"]):
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elif states.env.weather in {"clear", "cloudy"} and not (o.schedule["cloudy"] or o.schedule["rainy"] or o.schedule["snowy"]):
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schedule.append(o)
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return schedule
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@ -81,7 +81,7 @@ label day_start:
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# Game flags
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states.env.day += 1
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game.weather = "random"
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states.env.weather = "random"
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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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@ -193,7 +193,7 @@ label night_start:
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states.sus.busy = bool(sb_summon_pause)
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# Game flags
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game.weather = "random"
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states.env.weather = "random"
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states.env.daytime = False
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# Randomisers
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@ -47,7 +47,7 @@ label start_wt:
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jump genie_intro_E1
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label genie_intro_E1:
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$ game.weather = "clear"
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$ states.env.weather = "clear"
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$ states.env.daytime = False
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$ states.env.day = 0
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call send_letters
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@ -74,7 +74,7 @@ label genie_intro_E1:
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dum1 "*Sounds of an old man sleeping like a baby*"
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pause 1
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play sound "sounds/thunder_2.ogg"
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$ game.weather = "storm"
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$ states.env.weather = "storm"
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call weather_sound
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with flashbulb
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dum3 "Oh my!"
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@ -98,7 +98,7 @@ label genie_intro_E1:
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play sound "sounds/magic4.ogg"
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$ desk_OBJ.idle = "ch_gen sit_behind_desk"
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$ game.weather = "rain"
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$ states.env.weather = "rain"
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call weather_sound
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with flash
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@ -2724,7 +2724,7 @@ label ball_ending_E2:
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hide screen notes
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hide screen bld1
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$ game.weather = "random"
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$ states.env.weather = "random"
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call weather_sound
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show screen main_room
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@ -136,17 +136,17 @@ label quests:
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jump cho_intro_E1
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if states.cho.ev.quidditch.hufflepuff_stage == "start":
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$ game.weather = "clear"
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$ states.env.weather = "clear"
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stop weather
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$ states.cho.ev.quidditch.hufflepuff_stage = "return"
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jump hufflepuff_match
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elif states.cho.ev.quidditch.slytherin_stage == "start":
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$ game.weather = "clear"
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$ states.env.weather = "clear"
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stop weather
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$ states.cho.ev.quidditch.slytherin_stage = "return"
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jump slytherin_match
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elif states.cho.ev.quidditch.gryffindor_stage == "start":
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$ game.weather = "clear"
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$ states.env.weather = "clear"
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stop weather
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$ states.cho.ev.quidditch.gryffindor_stage = "return"
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jump gryffindor_match
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