Refactoring + Environment

* Partially sunset `game` var store and move relevant special variables inside `states` store.
* Replace `game.daytime` -> `states.env.daytime`
This commit is contained in:
LoafyLemon 2024-04-25 19:49:09 +01:00
parent 7535e0b756
commit 8aba361ea9
122 changed files with 492 additions and 442 deletions

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@ -266,7 +266,7 @@ layeredimage her_sex_personal bent_over:
always "her_sex_personal_background_clutter" always "her_sex_personal_background_clutter"
if game.daytime: if states.env.daytime:
"her_sex_personal_overlay_day" "her_sex_personal_overlay_day"
else: else:
"her_sex_personal_overlay_night" "her_sex_personal_overlay_night"
@ -310,7 +310,7 @@ layeredimage her_sex_personal lean_back:
always "her_sex_personal_background_clutter" always "her_sex_personal_background_clutter"
if game.daytime: if states.env.daytime:
"her_sex_personal_overlay_day" "her_sex_personal_overlay_day"
else: else:
"her_sex_personal_overlay_night" "her_sex_personal_overlay_night"
@ -352,7 +352,7 @@ layeredimage her_sex_personal lean_forward:
always "her_sex_personal_background_clutter" always "her_sex_personal_background_clutter"
if game.daytime: if states.env.daytime:
"her_sex_personal_overlay_day" "her_sex_personal_overlay_day"
else: else:
"her_sex_personal_overlay_night" "her_sex_personal_overlay_night"

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@ -39,7 +39,7 @@ label astoria_summon_setup:
call describe_mood("Astoria", states.ast.mood) call describe_mood("Astoria", states.ast.mood)
call tutorial("moodngifts") call tutorial("moodngifts")
else: else:
if game.daytime: if states.env.daytime:
ast "Mornin', [name_genie_astoria]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3) ast "Mornin', [name_genie_astoria]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
else: else:
ast "Evenin', [name_genie_astoria]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3) ast "Evenin', [name_genie_astoria]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)

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@ -769,7 +769,7 @@ label astoria_intro_E3:
ton "That should be all for now, Miss Greengrass." ("open", "base", "base", "L") ton "That should be all for now, Miss Greengrass." ("open", "base", "base", "L")
ast "..." ("annoyed", "base", "base", "down") ast "..." ("annoyed", "base", "base", "down")
if game.daytime: if states.env.daytime:
ton "Have a great day, cutie." ("base", "happyCl", "base", "mid") ton "Have a great day, cutie." ("base", "happyCl", "base", "mid")
ast "*Uhm*...{w=0.3} Right..." ("open", "base", "base", "mid") ast "*Uhm*...{w=0.3} Right..." ("open", "base", "base", "mid")
else: else:

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@ -609,7 +609,7 @@ label ag_se_imperio_sb_E2:
call sus_walk(action="leave") call sus_walk(action="leave")
if game.daytime: if states.env.daytime:
ast "See you, [name_genie_astoria]!" ("grin", "closed", "base", "mid") ast "See you, [name_genie_astoria]!" ("grin", "closed", "base", "mid")
gen "..." ("base", xpos="far_left", ypos="head") gen "..." ("base", xpos="far_left", ypos="head")
else: else:
@ -977,7 +977,7 @@ label ag_se_imperio_sb_E3:
sus "..." ("soft", "narrow", "base", "stare") sus "..." ("soft", "narrow", "base", "stare")
gen "..." ("base", xpos="far_left", ypos="head") gen "..." ("base", xpos="far_left", ypos="head")
if game.daytime: if states.env.daytime:
ast "We're going to be late for classes, Suzy!" ("annoyed", "narrow", "base", "R") ast "We're going to be late for classes, Suzy!" ("annoyed", "narrow", "base", "R")
ast "Let's head to Tonks' study, shall we." ("smile", "narrow", "base", "R") ast "Let's head to Tonks' study, shall we." ("smile", "narrow", "base", "R")
sus "Yes..." ("open", "narrow", "base", "stare") sus "Yes..." ("open", "narrow", "base", "stare")

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@ -1,10 +1,10 @@
# Imperius Curse # Imperius Curse
default ast_ev_imperio_training_t1_e1 = Event(id="ast_ev_imperio_training_t1_e1", label="ag_st_imperio_E1", req="game.daytime==False") default ast_ev_imperio_training_t1_e1 = Event(id="ast_ev_imperio_training_t1_e1", label="ag_st_imperio_E1", req="states.env.daytime==False")
default ast_ev_imperio_training_t1_e2 = Event(id="ast_ev_imperio_training_t1_e2", label="ag_st_imperio_E2", req="game.daytime==False") default ast_ev_imperio_training_t1_e2 = Event(id="ast_ev_imperio_training_t1_e2", label="ag_st_imperio_E2", req="states.env.daytime==False")
default ast_ev_imperio_training_t1_e3 = Event(id="ast_ev_imperio_training_t1_e3", label="ag_st_imperio_E3", req="game.daytime==False") default ast_ev_imperio_training_t1_e3 = Event(id="ast_ev_imperio_training_t1_e3", label="ag_st_imperio_E3", req="states.env.daytime==False")
default ast_ev_imperio_training_t1_e4 = Event(id="ast_ev_imperio_training_t1_e4", label="ag_st_imperio_E4", req="game.daytime==False") default ast_ev_imperio_training_t1_e4 = Event(id="ast_ev_imperio_training_t1_e4", label="ag_st_imperio_E4", req="states.env.daytime==False")
default ast_ev_imperio_training_t1_e5 = Event(id="ast_ev_imperio_training_t1_e5", label="ag_st_imperio_E5", req="game.daytime==False") default ast_ev_imperio_training_t1_e5 = Event(id="ast_ev_imperio_training_t1_e5", label="ag_st_imperio_E5", req="states.env.daytime==False")
default ast_eventqueue_imperio_training_tonks = EventQueue("ast_eventqueue_imperio_training_tonks") default ast_eventqueue_imperio_training_tonks = EventQueue("ast_eventqueue_imperio_training_tonks")
default ast_ev_imperio_training_t1_e1_hub = Event(id="ast_ev_imperio_training_t1_e1_hub", label="ag_st_imperio", req="states.ast.tier >= 1", queue="ast_eventqueue_imperio_training_tonks", autoenqueue=True, autodequeue=False, subevents=["ast_ev_imperio_training_t1_e1"]) default ast_ev_imperio_training_t1_e1_hub = Event(id="ast_ev_imperio_training_t1_e1_hub", label="ag_st_imperio", req="states.ast.tier >= 1", queue="ast_eventqueue_imperio_training_tonks", autoenqueue=True, autodequeue=False, subevents=["ast_ev_imperio_training_t1_e1"])

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@ -54,7 +54,7 @@ label summon_astoria:
"-Dismiss her-": "-Dismiss her-":
stop music fadeout 3.0 stop music fadeout 3.0
if game.daytime: if states.env.daytime:
ast "I will go back to classes then, [name_genie_astoria]." ("base", "base", "base", "mid") ast "I will go back to classes then, [name_genie_astoria]." ("base", "base", "base", "mid")
else: else:
ast "Oh, alright. Good night, [name_genie_astoria]." ("base", "base", "base", "mid") ast "Oh, alright. Good night, [name_genie_astoria]." ("base", "base", "base", "mid")

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@ -746,7 +746,7 @@ label cc_pf_strip_T2_intro_E2:
cho @ cheeks blush "(...)" ("disgust", "narrow", "worried", "down", xpos="right", ypos="base") cho @ cheeks blush "(...)" ("disgust", "narrow", "worried", "down", xpos="right", ypos="base")
cho @ cheeks blush "*Uhm*..." ("soft", "narrow", "worried", "mid") cho @ cheeks blush "*Uhm*..." ("soft", "narrow", "worried", "mid")
if game.daytime: if states.env.daytime:
cho @ cheeks blush "Have a good day..." ("soft", "base", "base", "R") cho @ cheeks blush "Have a good day..." ("soft", "base", "base", "R")
else: else:
cho @ cheeks blush "Have a good night..." ("soft", "base", "base", "R") cho @ cheeks blush "Have a good night..." ("soft", "base", "base", "R")

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@ -227,7 +227,7 @@ label cc_pf_strip_T2_E3_hermione_choices:
her "I {b}did{/b} enjoy this little obscene \"freak-show\" you arranged for me..." ("grin", "narrow", "base", "mid_soft") her "I {b}did{/b} enjoy this little obscene \"freak-show\" you arranged for me..." ("grin", "narrow", "base", "mid_soft")
cho @ cheeks heavy_blush "You'll regret this, Granger!" ("clench", "narrow", "angry", "L") cho @ cheeks heavy_blush "You'll regret this, Granger!" ("clench", "narrow", "angry", "L")
if game.daytime: if states.env.daytime:
her "Have a nice day, Professor." ("soft", "closed", "base", "mid") her "Have a nice day, Professor." ("soft", "closed", "base", "mid")
else: else:
her "Have a good night, Professor." ("soft", "closed", "base", "mid") her "Have a good night, Professor." ("soft", "closed", "base", "mid")
@ -348,7 +348,7 @@ label cc_pf_strip_T2_E3_hermione_choices:
cho "Already missing your books, are you?" ("annoyed", "narrow", "base", "L") cho "Already missing your books, are you?" ("annoyed", "narrow", "base", "L")
her "I am not.{w} And I don't appreciate being made fun of!" ("angry", "closed", "angry", "mid") her "I am not.{w} And I don't appreciate being made fun of!" ("angry", "closed", "angry", "mid")
if game.daytime: if states.env.daytime:
her "Good day, Sir." ("soft", "base", "angry", "mid") her "Good day, Sir." ("soft", "base", "angry", "mid")
cho "See ya around, Granger..." ("smile", "narrow", "angry", "L") cho "See ya around, Granger..." ("smile", "narrow", "angry", "L")
her "*Hmpf*" ("annoyed", "narrow", "angry", "R") her "*Hmpf*" ("annoyed", "narrow", "angry", "R")
@ -381,7 +381,7 @@ label cc_pf_strip_T2_E3_hermione_choices:
cho "Now, if you excuse me..." ("soft", "base", "base", "mid") cho "Now, if you excuse me..." ("soft", "base", "base", "mid")
if game.daytime: if states.env.daytime:
cho "I have to head back to classes." ("soft", "base", "base", "R") cho "I have to head back to classes." ("soft", "base", "base", "R")
gen "I still got your--" ("base", xpos="far_left", ypos="head") gen "I still got your--" ("base", xpos="far_left", ypos="head")
cho "See ya next time, [name_genie_cho]!" ("smile", "narrow", "angry", "mid") cho "See ya next time, [name_genie_cho]!" ("smile", "narrow", "angry", "mid")

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@ -272,7 +272,7 @@ label cc_pf_strip_T3_intro_E1:
cho "" ("base", "narrow", "base", "mid", xpos="mid", ypos="base", trans=fade) cho "" ("base", "narrow", "base", "mid", xpos="mid", ypos="base", trans=fade)
pause .5 pause .5
if game.daytime: if states.env.daytime:
cho "I'll head back to classes, then." ("soft", "narrow", "base", "mid") cho "I'll head back to classes, then." ("soft", "narrow", "base", "mid")
else: else:
cho "I'll head back to our dorms, then." ("soft", "narrow", "base", "mid") cho "I'll head back to our dorms, then." ("soft", "narrow", "base", "mid")
@ -362,7 +362,7 @@ label cc_pf_strip_T3_intro_E2:
play music "music/scheming-weasel-slower-version-by-kevin-macleod.ogg" fadein 1 if_changed play music "music/scheming-weasel-slower-version-by-kevin-macleod.ogg" fadein 1 if_changed
cho @ cheeks blush "" ("soft", "narrow", "worried", "L", xpos="left", ypos="base", flip=True) cho @ cheeks blush "" ("soft", "narrow", "worried", "L", xpos="left", ypos="base", flip=True)
if game.daytime: if states.env.daytime:
ton "Hello, Professor." ("base", "base", "base", "mid", xpos="right", ypos="base") ton "Hello, Professor." ("base", "base", "base", "mid", xpos="right", ypos="base")
else: else:
ton "Good evening, Professor." ("base", "base", "base", "mid", xpos="right", ypos="base") ton "Good evening, Professor." ("base", "base", "base", "mid", xpos="right", ypos="base")
@ -968,7 +968,7 @@ label cc_pf_strip_T3_intro_E2:
gen "Yes please." ("base", xpos="far_left", ypos="head") gen "Yes please." ("base", xpos="far_left", ypos="head")
cho "" ("annoyed", "narrow", "angry", "mid") cho "" ("annoyed", "narrow", "angry", "mid")
if game.daytime: if states.env.daytime:
ton @ hair horny "Let me escort you back to class, Miss Chang." ("soft", "base", "base", "L") ton @ hair horny "Let me escort you back to class, Miss Chang." ("soft", "base", "base", "L")
else: else:
ton @ hair horny "Let me escort you back to your common room. It's getting late." ("soft", "base", "base", "L") ton @ hair horny "Let me escort you back to your common room. It's getting late." ("soft", "base", "base", "L")
@ -1001,7 +1001,7 @@ label cc_pf_strip_T3_intro_E2:
pause .5 pause .5
ton "Thank you for your time, Professor." ("base", "base", "base", "mid", ypos="head", flip=False) ton "Thank you for your time, Professor." ("base", "base", "base", "mid", ypos="head", flip=False)
if game.daytime: if states.env.daytime:
cho "Good day, Sir." ("base", "base", "base", "mid", ypos="head", flip=False) cho "Good day, Sir." ("base", "base", "base", "mid", ypos="head", flip=False)
else: else:
cho "Good night, Sir." ("base", "base", "base", "mid", ypos="head", flip=False) cho "Good night, Sir." ("base", "base", "base", "mid", ypos="head", flip=False)
@ -1587,7 +1587,7 @@ label cc_pf_strip_T3_intro_E3:
show dustfloating as cg_effects zorder 18 show dustfloating as cg_effects zorder 18
if game.daytime: if states.env.daytime:
show cho_strip_personal_t3_e3_on_knees tonks_eyes_open_look_at_cho as cg zorder 17 show cho_strip_personal_t3_e3_on_knees tonks_eyes_open_look_at_cho as cg zorder 17
else: else:
show cho_strip_personal_t3_e3_on_knees tonks_eyes_open_look_at_cho as cg zorder 17 at color_temperature(1.0) show cho_strip_personal_t3_e3_on_knees tonks_eyes_open_look_at_cho as cg zorder 17 at color_temperature(1.0)
@ -3038,7 +3038,7 @@ label cc_pf_strip_T3_intro_E3:
gen "And Tonks... Next time we do this, wear the clothes I usually ask you to wear around my office." ("grin", xpos="far_left", ypos="head") gen "And Tonks... Next time we do this, wear the clothes I usually ask you to wear around my office." ("grin", xpos="far_left", ypos="head")
ton @ hair horny "With pleasure." ("base", "narrow", "base", "mid", ypos="head", flip=False) ton @ hair horny "With pleasure." ("base", "narrow", "base", "mid", ypos="head", flip=False)
if game.daytime: if states.env.daytime:
ton @ hair horny "I'll escort you back to classes, Miss Chang." ("open", "narrow", "base", "L") ton @ hair horny "I'll escort you back to classes, Miss Chang." ("open", "narrow", "base", "L")
ton @ hair horny "Have a good day, Professor." ("base", "narrow", "base", "mid") ton @ hair horny "Have a good day, Professor." ("base", "narrow", "base", "mid")
else: else:

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@ -1419,7 +1419,7 @@ label .end_event:
pause .5 pause .5
call bld call bld
if game.daytime: if states.env.daytime:
ton "We should get going, Miss Chang. Classes are about to start..." ("open", "base", "base", "L", ypos="head", flip=False) ton "We should get going, Miss Chang. Classes are about to start..." ("open", "base", "base", "L", ypos="head", flip=False)
cho "Until next time, Professor." ("grin", "base", "base", "mid", ypos="head", flip=False) cho "Until next time, Professor." ("grin", "base", "base", "mid", ypos="head", flip=False)
else: else:

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@ -111,7 +111,7 @@ label cc_pf_blowjob_T3_intro_E1:
$ camera.set_imagepath("cho_bj/kneel/") $ camera.set_imagepath("cho_bj/kneel/")
$ camera.set_image("mid_shock") $ camera.set_image("mid_shock")
if game.daytime: if states.env.daytime:
$ camera.set_overlay("day_overlay") $ camera.set_overlay("day_overlay")
else: else:
$ camera.set_overlay("night_overlay") $ camera.set_overlay("night_overlay")
@ -662,7 +662,7 @@ label cc_pf_blowjob_1:
cho @ cheeks blush "Are you...{w=0.4} Are we done?" ("open", "narrow", "base", "downR") #Blush cho @ cheeks blush "Are you...{w=0.4} Are we done?" ("open", "narrow", "base", "downR") #Blush
gen "Yes, for now..." ("base", xpos="far_left", ypos="head") gen "Yes, for now..." ("base", xpos="far_left", ypos="head")
if game.daytime: if states.env.daytime:
cho "Alright... In that case, I better head back to class." ("open", "base", "base", "R") cho "Alright... In that case, I better head back to class." ("open", "base", "base", "R")
else: else:
cho "Alright... I'll head off to bed then." ("open", "base", "base", "R") cho "Alright... I'll head off to bed then." ("open", "base", "base", "R")
@ -700,7 +700,7 @@ label cc_pf_blowjob_T3_E2:
$ camera.set_imagepath("cho_bj/kneel/") $ camera.set_imagepath("cho_bj/kneel/")
$ camera.set_image("mid") $ camera.set_image("mid")
if game.daytime: if states.env.daytime:
$ camera.set_overlay("day_overlay") $ camera.set_overlay("day_overlay")
else: else:
$ camera.set_overlay("night_overlay") $ camera.set_overlay("night_overlay")
@ -1194,7 +1194,7 @@ label cc_pf_blowjob_T3_E2:
cho "I don't know how Granger could do this, without getting exhausted." ("soft", "narrow", "base", "down") cho "I don't know how Granger could do this, without getting exhausted." ("soft", "narrow", "base", "down")
gen "(*Heh*, practice makes perfect...)" ("grin", xpos="far_left", ypos="head") gen "(*Heh*, practice makes perfect...)" ("grin", xpos="far_left", ypos="head")
if game.daytime: if states.env.daytime:
gen "No time for a lie down I'm afraid..." ("base", xpos="far_left", ypos="head") gen "No time for a lie down I'm afraid..." ("base", xpos="far_left", ypos="head")
cho @ cheeks blush "What, don't tell me you're already--" ("clench", "wide", "base", "mid") cho @ cheeks blush "What, don't tell me you're already--" ("clench", "wide", "base", "mid")
gen "You've got class to get to." ("base", xpos="far_left", ypos="head") gen "You've got class to get to." ("base", xpos="far_left", ypos="head")
@ -1299,7 +1299,7 @@ label cc_pf_blowjob_T3_E2:
gen "[name_cho_genie]?" ("base", xpos="far_left", ypos="head") gen "[name_cho_genie]?" ("base", xpos="far_left", ypos="head")
cho @ cheeks blush "Yes...{w=0.5} Sorry...{w=0.5} Thank you [name_genie_cho]." ("angry", "base", "base", "downR") cho @ cheeks blush "Yes...{w=0.5} Sorry...{w=0.5} Thank you [name_genie_cho]." ("angry", "base", "base", "downR")
cho @ cheeks blush "Is that all?" ("soft", "narrow", "base", "down") cho @ cheeks blush "Is that all?" ("soft", "narrow", "base", "down")
if game.daytime: if states.env.daytime:
gen "That will be all for today..." ("base", xpos="far_left", ypos="head") gen "That will be all for today..." ("base", xpos="far_left", ypos="head")
else: else:
gen "That will be all for tonight..." ("base", xpos="far_left", ypos="head") gen "That will be all for tonight..." ("base", xpos="far_left", ypos="head")
@ -1320,7 +1320,7 @@ label cc_pf_blowjob_T3_E2:
$ cho.wear("all") $ cho.wear("all")
with fade with fade
if game.daytime: if states.env.daytime:
cho @ cheeks blush "Bye then!" ("open", "happyCl", "base", "downR") cho @ cheeks blush "Bye then!" ("open", "happyCl", "base", "downR")
else: else:
cho "Good night then!" ("base", "base", "base", "mid") cho "Good night then!" ("base", "base", "base", "mid")
@ -1450,7 +1450,7 @@ label cc_pf_blowjob_T3_E3:
$ camera.set_imagepath("cho_bj/kneel/") $ camera.set_imagepath("cho_bj/kneel/")
$ camera.set_image("mid") $ camera.set_image("mid")
if game.daytime: if states.env.daytime:
$ camera.set_overlay("day_overlay") $ camera.set_overlay("day_overlay")
else: else:
$ camera.set_overlay("night_overlay") $ camera.set_overlay("night_overlay")
@ -1747,7 +1747,7 @@ label cc_pf_blowjob_T3_E3:
$ cho.set_cum(None) $ cho.set_cum(None)
with fade with fade
if game.daytime: if states.env.daytime:
cho @ cheeks blush "In that case, I'll head back to class." ("open", "base", "base", "R") cho @ cheeks blush "In that case, I'll head back to class." ("open", "base", "base", "R")
else: else:
cho "I'll head back to my dorms then..." ("base", "base", "base", "mid") cho "I'll head back to my dorms then..." ("base", "base", "base", "mid")

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@ -238,7 +238,7 @@ label cc_pf_talk_T1_intro_E1:
cho "I'm sorry, Sir. It's just that..." ("open", "closed", "raised", "mid") cho "I'm sorry, Sir. It's just that..." ("open", "closed", "raised", "mid")
if game.daytime: if states.env.daytime:
cho "I'm really late for classes. May we postpone this talk to some other time?" ("soft", "narrow", "worried", "R") cho "I'm really late for classes. May we postpone this talk to some other time?" ("soft", "narrow", "worried", "R")
else: else:
cho "It's getting really late. May we postpone this talk to some other time?" ("soft", "narrow", "worried", "R") cho "It's getting really late. May we postpone this talk to some other time?" ("soft", "narrow", "worried", "R")
@ -594,7 +594,7 @@ label cc_pf_talk_T1_E3:
gen "Did our little talk about panties maybe... excite you?" ("grin", xpos="far_left", ypos="head") gen "Did our little talk about panties maybe... excite you?" ("grin", xpos="far_left", ypos="head")
cho "What? No, of course not!" ("angry", "wide", "base", "mid") cho "What? No, of course not!" ("angry", "wide", "base", "mid")
if game.daytime: if states.env.daytime:
cho "I simply have to go to my next lesson..." ("soft", "closed", "base", "mid") cho "I simply have to go to my next lesson..." ("soft", "closed", "base", "mid")
cho "Or I will be late again." ("annoyed", "base", "base", "R") cho "Or I will be late again." ("annoyed", "base", "base", "R")
else: else:
@ -657,7 +657,7 @@ label cc_pf_talk_T1_E3:
gen "I mean who doesn't..." ("base", xpos="far_left", ypos="head") gen "I mean who doesn't..." ("base", xpos="far_left", ypos="head")
cho "Sir, if you don't mind..." ("soft", "closed", "base", "mid") cho "Sir, if you don't mind..." ("soft", "closed", "base", "mid")
if game.daytime: if states.env.daytime:
cho "I'm already late for class." ("soft", "narrow", "base", "R") cho "I'm already late for class." ("soft", "narrow", "base", "R")
cho "I really should be going now..." ("angry", "narrow", "worried", "mid") cho "I really should be going now..." ("angry", "narrow", "worried", "mid")
else: else:
@ -666,7 +666,7 @@ label cc_pf_talk_T1_E3:
gen "Of course. You are dismissed." ("base", xpos="far_left", ypos="head") gen "Of course. You are dismissed." ("base", xpos="far_left", ypos="head")
cho "Thank you, Sir." ("base", "base", "base", "mid") cho "Thank you, Sir." ("base", "base", "base", "mid")
if game.daytime: if states.env.daytime:
cho "Until next time." ("smile", "narrow", "base", "mid") cho "Until next time." ("smile", "narrow", "base", "mid")
else: else:
cho "Have a good night." ("smile", "narrow", "base", "mid") cho "Have a good night." ("smile", "narrow", "base", "mid")
@ -825,7 +825,7 @@ label cc_pf_talk_T2_intro_E1:
cho "Very funny, [name_genie_cho]..." ("annoyed", "narrow", "angry", "R") cho "Very funny, [name_genie_cho]..." ("annoyed", "narrow", "angry", "R")
cho "Now, if that's everything..." ("soft", "closed", "base", "mid") cho "Now, if that's everything..." ("soft", "closed", "base", "mid")
if game.daytime: if states.env.daytime:
cho "Classes are about to start, and I'm already late for them..." ("open", "narrow", "base", "R") cho "Classes are about to start, and I'm already late for them..." ("open", "narrow", "base", "R")
cho "I hope it would be okay if I leave?" ("soft", "narrow", "base", "mid") cho "I hope it would be okay if I leave?" ("soft", "narrow", "base", "mid")
else: else:
@ -1277,7 +1277,7 @@ label cc_pf_talk_T2_E3:
cho @ cheeks blush "I am not!" ("clench", "closed", "angry", "mid") cho @ cheeks blush "I am not!" ("clench", "closed", "angry", "mid")
cho "Sir, are we done here?" ("soft", "narrow", "angry", "mid") cho "Sir, are we done here?" ("soft", "narrow", "angry", "mid")
if game.daytime: if states.env.daytime:
cho "I'm late for class." ("soft", "narrow", "angry", "R") cho "I'm late for class." ("soft", "narrow", "angry", "R")
else: else:
cho "I need to get some sleep." ("soft", "narrow", "angry", "R") cho "I need to get some sleep." ("soft", "narrow", "angry", "R")
@ -1472,7 +1472,7 @@ label cc_pf_talk_T3_intro_E1:
gen "Okay then..." ("base", xpos="far_left", ypos="head") gen "Okay then..." ("base", xpos="far_left", ypos="head")
cho @ cheeks blush "I think--{w=0.3} I better--{w=0.3}" ("clench", "narrow", "base", "R") cho @ cheeks blush "I think--{w=0.3} I better--{w=0.3}" ("clench", "narrow", "base", "R")
if game.daytime: if states.env.daytime:
cho @ cheeks blush "Head back to class." ("disgust", "narrow", "base", "R") cho @ cheeks blush "Head back to class." ("disgust", "narrow", "base", "R")
else: else:
cho @ cheeks blush "Go to bed." ("disgust", "narrow", "base", "R") cho @ cheeks blush "Go to bed." ("disgust", "narrow", "base", "R")
@ -1486,7 +1486,7 @@ label cc_pf_talk_T3_intro_E1:
gen "I said that's enough." ("base", xpos="far_left", ypos="head") gen "I said that's enough." ("base", xpos="far_left", ypos="head")
cho "Fine..." ("annoyed", "narrow", "base", "mid") cho "Fine..." ("annoyed", "narrow", "base", "mid")
if game.daytime: if states.env.daytime:
cho "I'll just head back to class then..." ("annoyed", "base", "base", "R") cho "I'll just head back to class then..." ("annoyed", "base", "base", "R")
else: else:
cho "I'll just head off to bed then..." ("annoyed", "base", "base", "R") cho "I'll just head off to bed then..." ("annoyed", "base", "base", "R")
@ -1598,7 +1598,7 @@ label cc_pf_talk_T3_intro_E2:
gen "In any case, you'll have to tell me more about them later... I'm sure we've only scratched the surface regarding those three." ("base", xpos="far_left", ypos="head") gen "In any case, you'll have to tell me more about them later... I'm sure we've only scratched the surface regarding those three." ("base", xpos="far_left", ypos="head")
cho "Alright..." ("annoyed", "base", "base", "mid") cho "Alright..." ("annoyed", "base", "base", "mid")
if game.daytime: if states.env.daytime:
cho "I'll head back to class in that case." ("open", "base", "base", "R") cho "I'll head back to class in that case." ("open", "base", "base", "R")
gen "Certainly..." ("base", xpos="far_left", ypos="head") gen "Certainly..." ("base", xpos="far_left", ypos="head")
else: else:

View File

@ -126,7 +126,7 @@ label gryffindor_match:
$ game.gold = 1984 $ game.gold = 1984
$ game.day = 665 $ game.day = 665
$ game.daytime = True $ states.env.daytime = True
$ game.weather = "clear" $ game.weather = "clear"
call room("main_room") call room("main_room")
@ -588,7 +588,7 @@ label gryffindor_match:
$ cho.equip(cho_outfit_quidditch_gryffindor) $ cho.equip(cho_outfit_quidditch_gryffindor)
$ game.gold = 1984 $ game.gold = 1984
$ game.day = 667 $ game.day = 667
$ game.daytime = True $ states.env.daytime = True
$ game.weather = "clear" $ game.weather = "clear"
$ snape_chibi.zorder = 3 $ snape_chibi.zorder = 3
$ tonks_chibi.zorder = 4 $ tonks_chibi.zorder = 4
@ -730,7 +730,7 @@ label gryffindor_match:
$ cho.equip(cho_outfit_quidditch_gryffindor) $ cho.equip(cho_outfit_quidditch_gryffindor)
$ game.gold = 1984 $ game.gold = 1984
$ game.day = 667 $ game.day = 667
$ game.daytime = True $ states.env.daytime = True
$ game.weather = "clear" $ game.weather = "clear"
$ snape_chibi.zorder = 3 $ snape_chibi.zorder = 3
$ tonks_chibi.zorder = 4 $ tonks_chibi.zorder = 4

View File

@ -104,7 +104,7 @@ label cc_gt_return:
$ cho.equip(cho_outfit_quidditch_gryffindor) $ cho.equip(cho_outfit_quidditch_gryffindor)
$ game.gold = 1984 $ game.gold = 1984
$ game.day = 665 $ game.day = 665
$ game.daytime = False $ states.env.daytime = False
$ game.weather = "clear" $ game.weather = "clear"
call room("main_room") call room("main_room")
call cho_chibi(xpos="mid", ypos="base") call cho_chibi(xpos="mid", ypos="base")

View File

@ -1029,7 +1029,7 @@ label hufflepuff_match:
play sound "sounds/steps_grass.ogg" play sound "sounds/steps_grass.ogg"
nar "You hurry back to your office before giving anyone a chance to talk to you." nar "You hurry back to your office before giving anyone a chance to talk to you."
$ game.daytime = False $ states.env.daytime = False
call room("main_room") call room("main_room")
call gen_chibi("hide") call gen_chibi("hide")
call hide_blkfade call hide_blkfade
@ -1070,7 +1070,7 @@ label hufflepuff_match_return:
# Demands that you will find somebody to replace her. # Demands that you will find somebody to replace her.
# The office, evening after the game # The office, evening after the game
$ game.daytime = False $ states.env.daytime = False
stop music fadeout 1 stop music fadeout 1
call room("main_room") call room("main_room")

View File

@ -126,7 +126,7 @@ label cho_quid_E1:
gen "And you, think about using that petite body of yours to get closer to your dreams!" ("grin", xpos="far_left", ypos="head") gen "And you, think about using that petite body of yours to get closer to your dreams!" ("grin", xpos="far_left", ypos="head")
cho "*Tzzzz*" ("angry", "closed", "angry", "mid") cho "*Tzzzz*" ("angry", "closed", "angry", "mid")
if game.daytime: if states.env.daytime:
cho "Good day, Sir..." ("soft", "narrow", "angry", "mid") cho "Good day, Sir..." ("soft", "narrow", "angry", "mid")
else: else:
cho "Good night, Sir..." ("soft", "narrow", "angry", "mid") cho "Good night, Sir..." ("soft", "narrow", "angry", "mid")
@ -440,7 +440,7 @@ label cho_quid_E5:
call cho_walk(action="enter") call cho_walk(action="enter")
call cho_walk("mid", "base") call cho_walk("mid", "base")
if game.daytime: if states.env.daytime:
cho "Good morning, [name_genie_cho]..." ("annoyed", "narrow", "worried", "downR", xpos="right", ypos="base", trans=d3) cho "Good morning, [name_genie_cho]..." ("annoyed", "narrow", "worried", "downR", xpos="right", ypos="base", trans=d3)
gen "Mornin'." ("base", xpos="far_left", ypos="head") gen "Mornin'." ("base", xpos="far_left", ypos="head")
else: else:
@ -766,7 +766,7 @@ label cho_quid_E7:
gen "I'd say that was a success." ("base", xpos="far_left", ypos="head") gen "I'd say that was a success." ("base", xpos="far_left", ypos="head")
cho "(...)" ("annoyed", "narrow", "angry", "R") cho "(...)" ("annoyed", "narrow", "angry", "R")
if game.daytime: if states.env.daytime:
cho "Good day, Sir." ("open", "narrow", "angry", "mid") cho "Good day, Sir." ("open", "narrow", "angry", "mid")
else: else:
cho "Good night, Sir." ("open", "narrow", "angry", "mid") cho "Good night, Sir." ("open", "narrow", "angry", "mid")
@ -930,7 +930,7 @@ label cho_quid_E8:
ton "*Hick*!... whoopsie..." ("upset", "wide", "base", "mid") ton "*Hick*!... whoopsie..." ("upset", "wide", "base", "mid")
ton @ hair horny "Now, I better get going convincing those boys to play again..." ("open", "base", "raised", "R") ton @ hair horny "Now, I better get going convincing those boys to play again..." ("open", "base", "raised", "R")
if game.daytime: if states.env.daytime:
nar "You finish your drinks before calling it a day." nar "You finish your drinks before calling it a day."
else: else:
nar "You finish your drinks before calling it a night." nar "You finish your drinks before calling it a night."
@ -997,7 +997,7 @@ label cho_quid_E10:
call cho_walk("mid", "base", action="enter") call cho_walk("mid", "base", action="enter")
if game.daytime: if states.env.daytime:
cho "Good morning, [name_genie_cho]..." ("open", "base", "base", "mid", xpos="right", ypos="base", trans=d3) cho "Good morning, [name_genie_cho]..." ("open", "base", "base", "mid", xpos="right", ypos="base", trans=d3)
gen "Good morning [name_cho_genie]." ("base", xpos="far_left", ypos="head") gen "Good morning [name_cho_genie]." ("base", xpos="far_left", ypos="head")
else: else:
@ -1508,7 +1508,7 @@ label cho_quid_E12:
$ cho.equip(cho_outfit_quidditch_gryffindor) $ cho.equip(cho_outfit_quidditch_gryffindor)
$ game.gold = 1984 $ game.gold = 1984
$ game.day = 666 $ game.day = 666
$ game.daytime = True $ states.env.daytime = True
$ game.weather = "clear" $ game.weather = "clear"
$ hooch_chibi.zoom = 0.38 $ hooch_chibi.zoom = 0.38
$ hooch_chibi.zorder = 4 $ hooch_chibi.zorder = 4
@ -1788,7 +1788,7 @@ label cho_quid_E14:
cho "There we go!" cho "There we go!"
cho "You can open your eyes now." cho "You can open your eyes now."
if game.daytime: if states.env.daytime:
show cho_handjob as cg zorder 16 show cho_handjob as cg zorder 16
else: else:
show cho_handjob as cg zorder 16 at color_temperature(1.0) show cho_handjob as cg zorder 16 at color_temperature(1.0)
@ -2217,7 +2217,7 @@ label cho_quid_E14:
gen "*Ah*...{w=0.4} Why did you--" gen "*Ah*...{w=0.4} Why did you--"
if game.daytime: if states.env.daytime:
show cho_handjob cho_body_idle mouth_neutral eyes_open_right penis_hard_spit_on_shaft as cg zorder 16 show cho_handjob cho_body_idle mouth_neutral eyes_open_right penis_hard_spit_on_shaft as cg zorder 16
else: else:
show cho_handjob cho_body_idle mouth_neutral eyes_open_right penis_hard_spit_on_shaft as cg zorder 16 at color_temperature(1.0) show cho_handjob cho_body_idle mouth_neutral eyes_open_right penis_hard_spit_on_shaft as cg zorder 16 at color_temperature(1.0)
@ -2784,7 +2784,7 @@ label cho_quid_E14:
else: else:
play sound "sounds/steps_grass.ogg" play sound "sounds/steps_grass.ogg"
nar "You grab Cho's clothing and start making your way down to the Quidditch pitch..." nar "You grab Cho's clothing and start making your way down to the Quidditch pitch..."
if game.daytime: if states.env.daytime:
nar "After catching a couple of glances from the students, you quickly tuck her underwear underneath her outer clothing..." nar "After catching a couple of glances from the students, you quickly tuck her underwear underneath her outer clothing..."
nar "Once you reach the pitch, Cho is already circling around it at breakneck speeds..." nar "Once you reach the pitch, Cho is already circling around it at breakneck speeds..."
nar "Rather than heading up to the tower, you decide it'd be best to keep a look-out from the entrance-way... Since you'd get a much better angle from below." nar "Rather than heading up to the tower, you decide it'd be best to keep a look-out from the entrance-way... Since you'd get a much better angle from below."
@ -2862,7 +2862,7 @@ label cho_quid_E14_facefuck:
# Throatfuck CG: # Throatfuck CG:
if game.daytime: if states.env.daytime:
if _no_shirt: if _no_shirt:
show cho_facefuck up eyebrows_low eyes_narrow_down no_shirt as cg zorder 15 show cho_facefuck up eyebrows_low eyes_narrow_down no_shirt as cg zorder 15
else: else:
@ -3528,7 +3528,7 @@ label cho_quid_E14_facefuck:
play sound "sounds/cloth_sound3.ogg" play sound "sounds/cloth_sound3.ogg"
pause 0.8 pause 0.8
if game.daytime: if states.env.daytime:
if _no_shirt: if _no_shirt:
show cho_handjob no_shirt cho_body_idle eyebrows_base mouth_smile eyes_open_forward penis_soft as cg zorder 16 show cho_handjob no_shirt cho_body_idle eyebrows_base mouth_smile eyes_open_forward penis_soft as cg zorder 16
else: else:

View File

@ -537,7 +537,7 @@ label cho_quiz_checkpoint:
cho "And should you not be able to help me and my team beat Hufflepuff, this will be over before you can even say Snitch!" ("scream", "closed", "base", "mid") cho "And should you not be able to help me and my team beat Hufflepuff, this will be over before you can even say Snitch!" ("scream", "closed", "base", "mid")
gen "..." ("angry", xpos="far_left", ypos="head") gen "..." ("angry", xpos="far_left", ypos="head")
if game.daytime: if states.env.daytime:
cho "Anyway, got to go now, or I'll be late for class." ("smile", "base", "base", "mid") cho "Anyway, got to go now, or I'll be late for class." ("smile", "base", "base", "mid")
cho "But I should have some time this evening if you'd like to get started with the training." ("soft", "base", "base", "down") cho "But I should have some time this evening if you'd like to get started with the training." ("soft", "base", "base", "down")
gen "{size=-4}Oh, you bet I do...{/size}" ("base", xpos="far_left", ypos="head") gen "{size=-4}Oh, you bet I do...{/size}" ("base", xpos="far_left", ypos="head")

View File

@ -1400,7 +1400,7 @@ label slytherin_match:
label slytherin_match_return: label slytherin_match_return:
# The office, evening after the game # The office, evening after the game
$ game.daytime = False $ states.env.daytime = False
stop music fadeout 1 stop music fadeout 1
#show screen blkfade #show screen blkfade

View File

@ -364,7 +364,7 @@ label cho_training:
jump cho_training.choices jump cho_training.choices
"-Start Practice Match-" if game.daytime and not states.cho.ev.quidditch.lock_practice: "-Start Practice Match-" if states.env.daytime and not states.cho.ev.quidditch.lock_practice:
if states.cho.tier == 1: if states.cho.tier == 1:
# Hufflepuff # Hufflepuff
jump cc_ht_start jump cc_ht_start
@ -375,7 +375,7 @@ label cho_training:
# Gryffindor # Gryffindor
jump cc_gt_start jump cc_gt_start
"-Start Practice Match-" (style="disabled") if not game.daytime or states.cho.ev.quidditch.lock_practice: "-Start Practice Match-" (style="disabled") if not states.env.daytime or states.cho.ev.quidditch.lock_practice:
if states.cho.ev.quidditch.lock_practice: if states.cho.ev.quidditch.lock_practice:
if (states.cho.tier == 1 and states.cho.ev.quidditch.hufflepuff_training) or (states.cho.tier == 2 and states.cho.ev.quidditch.slytherin_training) or (states.cho.tier == 3 and states.cho.ev.quidditch.gryffindor_training): if (states.cho.tier == 1 and states.cho.ev.quidditch.hufflepuff_training) or (states.cho.tier == 2 and states.cho.ev.quidditch.slytherin_training) or (states.cho.tier == 3 and states.cho.ev.quidditch.gryffindor_training):
gen "(She doesn't need any more practice.)" ("base", xpos="far_left", ypos="head") gen "(She doesn't need any more practice.)" ("base", xpos="far_left", ypos="head")
@ -484,7 +484,7 @@ label cho_tactics:
gen "I certainly shall." ("grin", xpos="far_left", ypos="head") gen "I certainly shall." ("grin", xpos="far_left", ypos="head")
gen "But this will do for today, [name_cho_genie]." ("base", xpos="far_left", ypos="head") gen "But this will do for today, [name_cho_genie]." ("base", xpos="far_left", ypos="head")
if game.daytime: if states.env.daytime:
cho "I'll head back to class then." ("open", "base", "base", "R") cho "I'll head back to class then." ("open", "base", "base", "R")
else: else:
cho "I'll head back to my dorm then." ("open", "base", "base", "R") cho "I'll head back to my dorm then." ("open", "base", "base", "R")
@ -574,7 +574,7 @@ label cho_tactics:
cho "*Sigh* Just let me know when and I'll set one up with their captain." ("open", "narrow", "base", "R") cho "*Sigh* Just let me know when and I'll set one up with their captain." ("open", "narrow", "base", "R")
gen "Excellent." ("base", xpos="far_left", ypos="head") gen "Excellent." ("base", xpos="far_left", ypos="head")
if game.daytime: if states.env.daytime:
cho "If that is all, I'll head back to class." ("open", "base", "base", "mid") cho "If that is all, I'll head back to class." ("open", "base", "base", "mid")
gen "Yes, that shall do for today." ("base", xpos="far_left", ypos="head") gen "Yes, that shall do for today." ("base", xpos="far_left", ypos="head")
cho "Good day then, Sir..." ("soft", "narrow", "base", "mid") cho "Good day then, Sir..." ("soft", "narrow", "base", "mid")
@ -688,7 +688,7 @@ label cho_tactics:
cho @ cheeks blush "It's just deodorant..." ("clench", "base", "raised", "mid") cho @ cheeks blush "It's just deodorant..." ("clench", "base", "raised", "mid")
gen "Yes, that! Keep wearing it!" ("base", xpos="far_left", ypos="head") gen "Yes, that! Keep wearing it!" ("base", xpos="far_left", ypos="head")
if game.daytime: if states.env.daytime:
cho "If that is all, I'll head back to class." ("base", "narrow", "base", "R") cho "If that is all, I'll head back to class." ("base", "narrow", "base", "R")
gen "Yes, that shall do for today." ("base", xpos="far_left", ypos="head") gen "Yes, that shall do for today." ("base", xpos="far_left", ypos="head")
cho "Good day to you, [name_genie_cho]..." ("soft", "narrow", "base", "mid") cho "Good day to you, [name_genie_cho]..." ("soft", "narrow", "base", "mid")

View File

@ -42,7 +42,7 @@ label cho_summon_setup:
call describe_mood("Cho", states.cho.mood) call describe_mood("Cho", states.cho.mood)
call tutorial("moodngifts") call tutorial("moodngifts")
else: else:
if game.daytime: if states.env.daytime:
cho "Good morning, [name_genie_cho]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3) cho "Good morning, [name_genie_cho]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
else: else:
cho "Good evening, [name_genie_cho]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3) cho "Good evening, [name_genie_cho]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)

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