Refactoring + Environment
* Partially sunset `game` var store and move relevant special variables inside `states` store. * Replace `game.daytime` -> `states.env.daytime`
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@ -266,7 +266,7 @@ layeredimage her_sex_personal bent_over:
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always "her_sex_personal_background_clutter"
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always "her_sex_personal_background_clutter"
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if game.daytime:
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if states.env.daytime:
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"her_sex_personal_overlay_day"
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"her_sex_personal_overlay_day"
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else:
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else:
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"her_sex_personal_overlay_night"
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"her_sex_personal_overlay_night"
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@ -310,7 +310,7 @@ layeredimage her_sex_personal lean_back:
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always "her_sex_personal_background_clutter"
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always "her_sex_personal_background_clutter"
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if game.daytime:
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if states.env.daytime:
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"her_sex_personal_overlay_day"
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"her_sex_personal_overlay_day"
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else:
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else:
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"her_sex_personal_overlay_night"
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"her_sex_personal_overlay_night"
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@ -352,7 +352,7 @@ layeredimage her_sex_personal lean_forward:
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always "her_sex_personal_background_clutter"
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always "her_sex_personal_background_clutter"
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if game.daytime:
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if states.env.daytime:
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"her_sex_personal_overlay_day"
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"her_sex_personal_overlay_day"
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else:
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else:
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"her_sex_personal_overlay_night"
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"her_sex_personal_overlay_night"
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@ -39,7 +39,7 @@ label astoria_summon_setup:
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call describe_mood("Astoria", states.ast.mood)
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call describe_mood("Astoria", states.ast.mood)
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call tutorial("moodngifts")
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call tutorial("moodngifts")
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else:
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else:
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if game.daytime:
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if states.env.daytime:
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ast "Mornin', [name_genie_astoria]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
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ast "Mornin', [name_genie_astoria]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
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else:
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else:
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ast "Evenin', [name_genie_astoria]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
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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:
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ton "That should be all for now, Miss Greengrass." ("open", "base", "base", "L")
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ton "That should be all for now, Miss Greengrass." ("open", "base", "base", "L")
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ast "..." ("annoyed", "base", "base", "down")
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ast "..." ("annoyed", "base", "base", "down")
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if game.daytime:
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if states.env.daytime:
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ton "Have a great day, cutie." ("base", "happyCl", "base", "mid")
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ton "Have a great day, cutie." ("base", "happyCl", "base", "mid")
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ast "*Uhm*...{w=0.3} Right..." ("open", "base", "base", "mid")
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ast "*Uhm*...{w=0.3} Right..." ("open", "base", "base", "mid")
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else:
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else:
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@ -609,7 +609,7 @@ label ag_se_imperio_sb_E2:
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call sus_walk(action="leave")
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call sus_walk(action="leave")
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if game.daytime:
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if states.env.daytime:
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ast "See you, [name_genie_astoria]!" ("grin", "closed", "base", "mid")
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ast "See you, [name_genie_astoria]!" ("grin", "closed", "base", "mid")
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gen "..." ("base", xpos="far_left", ypos="head")
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gen "..." ("base", xpos="far_left", ypos="head")
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else:
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else:
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@ -977,7 +977,7 @@ label ag_se_imperio_sb_E3:
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sus "..." ("soft", "narrow", "base", "stare")
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sus "..." ("soft", "narrow", "base", "stare")
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gen "..." ("base", xpos="far_left", ypos="head")
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gen "..." ("base", xpos="far_left", ypos="head")
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if game.daytime:
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if states.env.daytime:
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ast "We're going to be late for classes, Suzy!" ("annoyed", "narrow", "base", "R")
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ast "We're going to be late for classes, Suzy!" ("annoyed", "narrow", "base", "R")
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ast "Let's head to Tonks' study, shall we." ("smile", "narrow", "base", "R")
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ast "Let's head to Tonks' study, shall we." ("smile", "narrow", "base", "R")
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sus "Yes..." ("open", "narrow", "base", "stare")
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sus "Yes..." ("open", "narrow", "base", "stare")
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@ -1,10 +1,10 @@
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# Imperius Curse
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# Imperius Curse
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default ast_ev_imperio_training_t1_e1 = Event(id="ast_ev_imperio_training_t1_e1", label="ag_st_imperio_E1", req="game.daytime==False")
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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")
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default ast_ev_imperio_training_t1_e2 = Event(id="ast_ev_imperio_training_t1_e2", label="ag_st_imperio_E2", req="game.daytime==False")
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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")
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default ast_ev_imperio_training_t1_e3 = Event(id="ast_ev_imperio_training_t1_e3", label="ag_st_imperio_E3", req="game.daytime==False")
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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")
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default ast_ev_imperio_training_t1_e4 = Event(id="ast_ev_imperio_training_t1_e4", label="ag_st_imperio_E4", req="game.daytime==False")
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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")
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default ast_ev_imperio_training_t1_e5 = Event(id="ast_ev_imperio_training_t1_e5", label="ag_st_imperio_E5", req="game.daytime==False")
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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")
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default ast_eventqueue_imperio_training_tonks = EventQueue("ast_eventqueue_imperio_training_tonks")
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default ast_eventqueue_imperio_training_tonks = EventQueue("ast_eventqueue_imperio_training_tonks")
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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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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:
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"-Dismiss her-":
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"-Dismiss her-":
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stop music fadeout 3.0
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stop music fadeout 3.0
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if game.daytime:
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if states.env.daytime:
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ast "I will go back to classes then, [name_genie_astoria]." ("base", "base", "base", "mid")
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ast "I will go back to classes then, [name_genie_astoria]." ("base", "base", "base", "mid")
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else:
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else:
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ast "Oh, alright. Good night, [name_genie_astoria]." ("base", "base", "base", "mid")
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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:
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cho @ cheeks blush "(...)" ("disgust", "narrow", "worried", "down", xpos="right", ypos="base")
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cho @ cheeks blush "(...)" ("disgust", "narrow", "worried", "down", xpos="right", ypos="base")
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cho @ cheeks blush "*Uhm*..." ("soft", "narrow", "worried", "mid")
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cho @ cheeks blush "*Uhm*..." ("soft", "narrow", "worried", "mid")
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if game.daytime:
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if states.env.daytime:
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cho @ cheeks blush "Have a good day..." ("soft", "base", "base", "R")
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cho @ cheeks blush "Have a good day..." ("soft", "base", "base", "R")
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else:
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else:
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cho @ cheeks blush "Have a good night..." ("soft", "base", "base", "R")
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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:
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her "I {b}did{/b} enjoy this little obscene \"freak-show\" you arranged for me..." ("grin", "narrow", "base", "mid_soft")
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her "I {b}did{/b} enjoy this little obscene \"freak-show\" you arranged for me..." ("grin", "narrow", "base", "mid_soft")
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cho @ cheeks heavy_blush "You'll regret this, Granger!" ("clench", "narrow", "angry", "L")
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cho @ cheeks heavy_blush "You'll regret this, Granger!" ("clench", "narrow", "angry", "L")
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if game.daytime:
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if states.env.daytime:
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her "Have a nice day, Professor." ("soft", "closed", "base", "mid")
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her "Have a nice day, Professor." ("soft", "closed", "base", "mid")
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else:
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else:
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her "Have a good night, Professor." ("soft", "closed", "base", "mid")
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her "Have a good night, Professor." ("soft", "closed", "base", "mid")
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@ -348,7 +348,7 @@ label cc_pf_strip_T2_E3_hermione_choices:
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cho "Already missing your books, are you?" ("annoyed", "narrow", "base", "L")
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cho "Already missing your books, are you?" ("annoyed", "narrow", "base", "L")
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her "I am not.{w} And I don't appreciate being made fun of!" ("angry", "closed", "angry", "mid")
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her "I am not.{w} And I don't appreciate being made fun of!" ("angry", "closed", "angry", "mid")
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if game.daytime:
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if states.env.daytime:
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her "Good day, Sir." ("soft", "base", "angry", "mid")
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her "Good day, Sir." ("soft", "base", "angry", "mid")
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cho "See ya around, Granger..." ("smile", "narrow", "angry", "L")
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cho "See ya around, Granger..." ("smile", "narrow", "angry", "L")
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her "*Hmpf*" ("annoyed", "narrow", "angry", "R")
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her "*Hmpf*" ("annoyed", "narrow", "angry", "R")
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@ -381,7 +381,7 @@ label cc_pf_strip_T2_E3_hermione_choices:
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cho "Now, if you excuse me..." ("soft", "base", "base", "mid")
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cho "Now, if you excuse me..." ("soft", "base", "base", "mid")
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if game.daytime:
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if states.env.daytime:
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cho "I have to head back to classes." ("soft", "base", "base", "R")
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cho "I have to head back to classes." ("soft", "base", "base", "R")
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gen "I still got your--" ("base", xpos="far_left", ypos="head")
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gen "I still got your--" ("base", xpos="far_left", ypos="head")
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cho "See ya next time, [name_genie_cho]!" ("smile", "narrow", "angry", "mid")
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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:
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cho "" ("base", "narrow", "base", "mid", xpos="mid", ypos="base", trans=fade)
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cho "" ("base", "narrow", "base", "mid", xpos="mid", ypos="base", trans=fade)
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pause .5
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pause .5
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if game.daytime:
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if states.env.daytime:
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cho "I'll head back to classes, then." ("soft", "narrow", "base", "mid")
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cho "I'll head back to classes, then." ("soft", "narrow", "base", "mid")
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else:
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else:
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cho "I'll head back to our dorms, then." ("soft", "narrow", "base", "mid")
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cho "I'll head back to our dorms, then." ("soft", "narrow", "base", "mid")
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@ -362,7 +362,7 @@ label cc_pf_strip_T3_intro_E2:
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play music "music/scheming-weasel-slower-version-by-kevin-macleod.ogg" fadein 1 if_changed
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play music "music/scheming-weasel-slower-version-by-kevin-macleod.ogg" fadein 1 if_changed
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cho @ cheeks blush "" ("soft", "narrow", "worried", "L", xpos="left", ypos="base", flip=True)
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cho @ cheeks blush "" ("soft", "narrow", "worried", "L", xpos="left", ypos="base", flip=True)
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if game.daytime:
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if states.env.daytime:
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ton "Hello, Professor." ("base", "base", "base", "mid", xpos="right", ypos="base")
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ton "Hello, Professor." ("base", "base", "base", "mid", xpos="right", ypos="base")
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else:
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else:
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ton "Good evening, Professor." ("base", "base", "base", "mid", xpos="right", ypos="base")
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ton "Good evening, Professor." ("base", "base", "base", "mid", xpos="right", ypos="base")
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@ -968,7 +968,7 @@ label cc_pf_strip_T3_intro_E2:
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gen "Yes please." ("base", xpos="far_left", ypos="head")
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gen "Yes please." ("base", xpos="far_left", ypos="head")
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cho "" ("annoyed", "narrow", "angry", "mid")
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cho "" ("annoyed", "narrow", "angry", "mid")
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if game.daytime:
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if states.env.daytime:
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ton @ hair horny "Let me escort you back to class, Miss Chang." ("soft", "base", "base", "L")
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ton @ hair horny "Let me escort you back to class, Miss Chang." ("soft", "base", "base", "L")
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else:
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else:
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ton @ hair horny "Let me escort you back to your common room. It's getting late." ("soft", "base", "base", "L")
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ton @ hair horny "Let me escort you back to your common room. It's getting late." ("soft", "base", "base", "L")
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@ -1001,7 +1001,7 @@ label cc_pf_strip_T3_intro_E2:
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pause .5
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pause .5
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ton "Thank you for your time, Professor." ("base", "base", "base", "mid", ypos="head", flip=False)
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ton "Thank you for your time, Professor." ("base", "base", "base", "mid", ypos="head", flip=False)
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if game.daytime:
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if states.env.daytime:
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cho "Good day, Sir." ("base", "base", "base", "mid", ypos="head", flip=False)
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cho "Good day, Sir." ("base", "base", "base", "mid", ypos="head", flip=False)
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else:
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else:
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cho "Good night, Sir." ("base", "base", "base", "mid", ypos="head", flip=False)
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cho "Good night, Sir." ("base", "base", "base", "mid", ypos="head", flip=False)
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@ -1587,7 +1587,7 @@ label cc_pf_strip_T3_intro_E3:
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show dustfloating as cg_effects zorder 18
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show dustfloating as cg_effects zorder 18
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if game.daytime:
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if states.env.daytime:
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show cho_strip_personal_t3_e3_on_knees tonks_eyes_open_look_at_cho as cg zorder 17
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show cho_strip_personal_t3_e3_on_knees tonks_eyes_open_look_at_cho as cg zorder 17
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else:
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else:
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show cho_strip_personal_t3_e3_on_knees tonks_eyes_open_look_at_cho as cg zorder 17 at color_temperature(1.0)
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show cho_strip_personal_t3_e3_on_knees tonks_eyes_open_look_at_cho as cg zorder 17 at color_temperature(1.0)
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@ -3038,7 +3038,7 @@ label cc_pf_strip_T3_intro_E3:
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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")
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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")
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ton @ hair horny "With pleasure." ("base", "narrow", "base", "mid", ypos="head", flip=False)
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ton @ hair horny "With pleasure." ("base", "narrow", "base", "mid", ypos="head", flip=False)
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if game.daytime:
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if states.env.daytime:
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ton @ hair horny "I'll escort you back to classes, Miss Chang." ("open", "narrow", "base", "L")
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ton @ hair horny "I'll escort you back to classes, Miss Chang." ("open", "narrow", "base", "L")
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ton @ hair horny "Have a good day, Professor." ("base", "narrow", "base", "mid")
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ton @ hair horny "Have a good day, Professor." ("base", "narrow", "base", "mid")
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else:
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else:
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@ -1419,7 +1419,7 @@ label .end_event:
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pause .5
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pause .5
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call bld
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call bld
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if game.daytime:
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if states.env.daytime:
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ton "We should get going, Miss Chang. Classes are about to start..." ("open", "base", "base", "L", ypos="head", flip=False)
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ton "We should get going, Miss Chang. Classes are about to start..." ("open", "base", "base", "L", ypos="head", flip=False)
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cho "Until next time, Professor." ("grin", "base", "base", "mid", ypos="head", flip=False)
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cho "Until next time, Professor." ("grin", "base", "base", "mid", ypos="head", flip=False)
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else:
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else:
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@ -111,7 +111,7 @@ label cc_pf_blowjob_T3_intro_E1:
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$ camera.set_imagepath("cho_bj/kneel/")
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$ camera.set_imagepath("cho_bj/kneel/")
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$ camera.set_image("mid_shock")
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$ camera.set_image("mid_shock")
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if game.daytime:
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if states.env.daytime:
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$ camera.set_overlay("day_overlay")
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$ camera.set_overlay("day_overlay")
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else:
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else:
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$ camera.set_overlay("night_overlay")
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$ camera.set_overlay("night_overlay")
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@ -662,7 +662,7 @@ label cc_pf_blowjob_1:
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cho @ cheeks blush "Are you...{w=0.4} Are we done?" ("open", "narrow", "base", "downR") #Blush
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cho @ cheeks blush "Are you...{w=0.4} Are we done?" ("open", "narrow", "base", "downR") #Blush
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gen "Yes, for now..." ("base", xpos="far_left", ypos="head")
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gen "Yes, for now..." ("base", xpos="far_left", ypos="head")
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if game.daytime:
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if states.env.daytime:
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cho "Alright... In that case, I better head back to class." ("open", "base", "base", "R")
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cho "Alright... In that case, I better head back to class." ("open", "base", "base", "R")
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else:
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else:
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cho "Alright... I'll head off to bed then." ("open", "base", "base", "R")
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cho "Alright... I'll head off to bed then." ("open", "base", "base", "R")
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@ -700,7 +700,7 @@ label cc_pf_blowjob_T3_E2:
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$ camera.set_imagepath("cho_bj/kneel/")
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$ camera.set_imagepath("cho_bj/kneel/")
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$ camera.set_image("mid")
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$ camera.set_image("mid")
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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")
|
||||||
|
@ -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:
|
||||||
|
@ -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
|
||||||
|
@ -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")
|
||||||
|
@ -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")
|
||||||
|
@ -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:
|
||||||
|
@ -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")
|
||||||
|
@ -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
|
||||||
|
@ -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")
|
||||||
|
@ -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)
|
||||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user