Refactoring cheats checks
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@ -566,7 +566,7 @@ init python:
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for o in self.wardrobe_list:
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for o in self.wardrobe_list:
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if x[0] == o.id:
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if x[0] == o.id:
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if not o.unlocked and not game.cheats:
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if not o.unlocked and not states.env.cheats:
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renpy.notify("Import failed: You don't own these items. Buy them first.")
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renpy.notify("Import failed: You don't own these items. Buy them first.")
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return None
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return None
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@ -12,13 +12,13 @@ label start_wt:
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"Difficulty" "How difficult do you want the game to be?"
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"Difficulty" "How difficult do you want the game to be?"
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"-Easy-{size=-8}\nIncreased gold, item drop rate and Slytherin-points gains.\nMood will improve faster.\nCheats are available.{/size}":
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"-Easy-{size=-8}\nIncreased gold, item drop rate and Slytherin-points gains.\nMood will improve faster.\nCheats are available.{/size}":
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$ states.env.difficulty = 1
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$ states.env.difficulty = 1
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$ game.cheats = True
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$ states.env.cheats = True
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"-Normal-{size=-8}\nBalanced gold, item drop rate and Slytherin-points gains.\nMood will improve normally.\nCheats are available.{/size}":
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"-Normal-{size=-8}\nBalanced gold, item drop rate and Slytherin-points gains.\nMood will improve normally.\nCheats are available.{/size}":
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$ states.env.difficulty = 2
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$ states.env.difficulty = 2
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$ game.cheats = True
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$ states.env.cheats = True
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"-Hardcore-{size=-8}\nReduced gold, item drop rate and Slytherin-points gains.\nMood will not improve over time.\nNo cheats.{/size}":
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"-Hardcore-{size=-8}\nReduced gold, item drop rate and Slytherin-points gains.\nMood will not improve over time.\nNo cheats.{/size}":
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$ states.env.difficulty = 3
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$ states.env.difficulty = 3
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$ game.cheats = False
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$ states.env.cheats = False
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if persistent.game_complete:
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if persistent.game_complete:
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menu:
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menu:
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@ -212,7 +212,7 @@ screen ui_menu():
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ypos 15
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ypos 15
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textbutton "Save" action ShowMenu("save") background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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textbutton "Save" action ShowMenu("save") background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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textbutton "Load" action ShowMenu("load") background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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textbutton "Load" action ShowMenu("load") background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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if game.cheats and states.env.difficulty <= 2 and game.day > 1:
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if states.env.cheats and states.env.difficulty <= 2 and game.day > 1:
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textbutton "Cheats" action [SetScreenVariable("toggle_menu", False), Jump("cheats")] background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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textbutton "Cheats" action [SetScreenVariable("toggle_menu", False), Jump("cheats")] background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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if game.day > 1 and renpy.android:
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if game.day > 1 and renpy.android:
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textbutton "Preferences" action ShowMenu("preferences") background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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textbutton "Preferences" action ShowMenu("preferences") background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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@ -57,7 +57,7 @@ default desk_OBJ = RoomObject(
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"Jerk Off": (Text("🍆", align=(0.5, 0.5)), Jump("jerk_off"), "True"),
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"Jerk Off": (Text("🍆", align=(0.5, 0.5)), Jump("jerk_off"), "True"),
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"Do Paperwork": (Text("📝", align=(0.5, 0.5)), Jump("paperwork"), "states.paperwork_unlocked"),
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"Do Paperwork": (Text("📝", align=(0.5, 0.5)), Jump("paperwork"), "states.paperwork_unlocked"),
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"Open Deck Builder": (Text("🃏", align=(0.5, 0.5)), Jump("deck_builder"), "states.cardgame.unlocked"),
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"Open Deck Builder": (Text("🃏", align=(0.5, 0.5)), Jump("deck_builder"), "states.cardgame.unlocked"),
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"Open Cheats Menu": (Text("🕹️", align=(0.5, 0.5)), Jump("cheats"), "game.cheats"),
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"Open Cheats Menu": (Text("🕹️", align=(0.5, 0.5)), Jump("cheats"), "states.env.cheats"),
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},
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},
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hovered=Show(
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hovered=Show(
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"gui_tooltip",
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"gui_tooltip",
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@ -15,7 +15,7 @@ label start_quick:
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states.ton.level = 5
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states.ton.level = 5
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states.sna.level = 5
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states.sna.level = 5
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states.map.unlocked = True
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states.map.unlocked = True
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game.cheats = True
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states.env.cheats = True
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renpy.block_rollback()
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renpy.block_rollback()
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@ -28,7 +28,7 @@ label start_dev:
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python:
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python:
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version = version_float()
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version = version_float()
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states.env.difficulty = 2
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states.env.difficulty = 2
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game.cheats = True
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states.env.cheats = True
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game.gold = 100000
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game.gold = 100000
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states.map.unlocked = True
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states.map.unlocked = True
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states.sna.unlocked = True
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states.sna.unlocked = True
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@ -154,7 +154,7 @@ init -1 python:
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word_list = {"tonks": "friendship", "astoria": "affection", "susan": "confidence", "luna": "corruption", "cho": "recklessness", "hermione": "whoring"}
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word_list = {"tonks": "friendship", "astoria": "affection", "susan": "confidence", "luna": "corruption", "cho": "recklessness", "hermione": "whoring"}
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word = word_list.get(states.active_girl, "whoring")
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word = word_list.get(states.active_girl, "whoring")
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if game.cheats or states.env.difficulty <= 2:
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if states.env.cheats or states.env.difficulty <= 2:
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renpy.show_screen("blktone")
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renpy.show_screen("blktone")
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renpy.with_statement(d3)
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renpy.with_statement(d3)
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renpy.say(None, "{size=+6}> Try again at "+word+" level {color=#7a0000}"+str(value)+"{/color}.{/size}")
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renpy.say(None, "{size=+6}> Try again at "+word+" level {color=#7a0000}"+str(value)+"{/color}.{/size}")
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