Save calling update_character_map_locations several times
(cherry picked from commit c64635aace
)
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@ -100,13 +100,7 @@ label day_start:
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eventqueue.tick()
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eventqueue.tick()
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# Update map locations
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# Update map locations
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call set_her_map_location()
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call set_all_map_locations
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call set_lun_map_location()
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call set_cho_map_location()
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call set_ast_map_location()
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call set_sus_map_location()
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#TODO: Add Tonks map location
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#TODO: Add Snape map location
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# Reset appearances and sprites
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# Reset appearances and sprites
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call update_luna
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call update_luna
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@ -203,13 +197,7 @@ label night_start:
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map_randomobj = renpy.random.Random()
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map_randomobj = renpy.random.Random()
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# Update map locations
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# Update map locations
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call set_her_map_location()
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call set_all_map_locations
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call set_lun_map_location()
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call set_cho_map_location()
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call set_ast_map_location()
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call set_sus_map_location()
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#TODO: Add Tonks map location
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#TODO: Add Snape map location
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# Reset appearances and sprites
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# Reset appearances and sprites
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call update_luna
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call update_luna
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@ -208,6 +208,18 @@ screen map_buttons():
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tooltip "Toggles map folding animation"
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tooltip "Toggles map folding animation"
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action ToggleVariable("map_animated", True, False)
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action ToggleVariable("map_animated", True, False)
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label set_all_map_locations:
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call set_her_map_location()
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call set_lun_map_location()
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call set_cho_map_location()
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call set_ast_map_location()
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call set_sus_map_location()
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#TODO: Add Tonks map location
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#TODO: Add Snape map location
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call update_character_map_locations
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return
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label set_her_map_location(location=""):
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label set_her_map_location(location=""):
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if location != "":
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if location != "":
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@ -234,7 +246,8 @@ label set_her_map_location(location=""):
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else:
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else:
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$ states.her.map_location = __choice(("room_s", "courtyard", "room_g", "room_g", "room_g"))
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$ states.her.map_location = __choice(("room_s", "courtyard", "room_g", "room_g", "room_g"))
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call update_character_map_locations
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if location:
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call update_character_map_locations
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return
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return
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@ -251,7 +264,8 @@ label set_lun_map_location(location = ""):
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else: #Random
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else: #Random
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$ states.lun.map_location = __choice(("greenhouse", "forest", "forest", "room_r", "room_r"))
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$ states.lun.map_location = __choice(("greenhouse", "forest", "forest", "room_r", "room_r"))
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call update_character_map_locations
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if location:
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call update_character_map_locations
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return
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return
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@ -267,7 +281,8 @@ label set_ast_map_location(location = ""):
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else: #Random
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else: #Random
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$ states.ast.map_location = __choice(("courtyard", "courtyard", "room_s", "room_s", "room_s"))
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$ states.ast.map_location = __choice(("courtyard", "courtyard", "room_s", "room_s", "room_s"))
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call update_character_map_locations
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if location:
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call update_character_map_locations
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return
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return
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@ -281,7 +296,8 @@ label set_sus_map_location(location = ""):
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else: #Random
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else: #Random
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$ states.sus.map_location = __choice(("great_hall", "great_hall", "room_h", "room_h", "room_h"))
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$ states.sus.map_location = __choice(("great_hall", "great_hall", "room_h", "room_h", "room_h"))
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call update_character_map_locations
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if location:
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call update_character_map_locations
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return
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return
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@ -295,7 +311,8 @@ label set_cho_map_location(location = ""):
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else: #Random
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else: #Random
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$ states.cho.map_location = __choice(("training_grounds", "training_grounds", "room_r", "room_r", "room_r"))
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$ states.cho.map_location = __choice(("training_grounds", "training_grounds", "room_r", "room_r", "room_r"))
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call update_character_map_locations
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if location:
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call update_character_map_locations
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return
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return
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