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2 Commits
5ea5f8c2b4
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0a213edac3
Author | SHA1 | Date | |
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0a213edac3 | |||
63b1afc817 |
@ -203,7 +203,6 @@ style say_label is default:
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bold False
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text_align 0.5
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align (0.5, 0.5)
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#outlines [(1, settings.get('text_outline'), 1, 0)]
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style dark_say_label:
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color settings.get('text_color_night')
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@ -211,22 +210,19 @@ style dark_say_label:
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style light_say_label:
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color settings.get('text_color_day')
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style say_label_alt is say_dialogue_alt
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style say_label is say_dialogue
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# Say dialogue
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style say_dialogue is default:
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outlines [(1, settings.get('text_outline'), 1, 0)]
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style dark_say_dialogue:
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color settings.get('text_color_night')
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style light_say_dialogue:
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color settings.get('text_color_day')
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style say_dialogue_alt:
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style say_dialogue is default:
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color "#ffffff"
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outlines [(1, "#000000", 1, 0)]
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outlines [(2, "#000000", 0, 0)]
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style say_thought is say_dialogue
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style dark_say_thought is dark_say_dialogue
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@ -248,12 +244,6 @@ style light_window is light_gui_frame:
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# Say window
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style say_window:
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ysize 143
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padding (250, 40, 250, 0)
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top_margin 22
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yalign 1.0
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style dark_say_window is dark_window:
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take say_window
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background "interface/frames/gray/frame.webp"
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@ -262,8 +252,11 @@ style light_say_window is light_window:
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take say_window
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background "interface/frames/gold/frame.webp"
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style say_window_alt:
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take say_window
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style say_window:
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ysize 143
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padding (250, 40, 250, 0)
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top_margin 22
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yalign 1.0
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background "fade_gradient"
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# Namebox
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@ -283,9 +276,6 @@ style light_namebox is light_gui_frame:
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take namebox
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# background Transform(Frame("gui/light_namebox.png", 8, 8))
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style namebox_alt:
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take namebox
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# Text
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style dark_text:
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@ -36,12 +36,12 @@ screen say(who, what, side_image=None, icon=None):
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# TODO: While this works, there might be a better way to add effects based on contents of the dialogue.
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if text_inner_thought(what) and not renpy.showing("cg"):
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if text_inner_thought(what):
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add "fade_gradient"
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elif renpy.showing("cg"):
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add "interface/bld.webp":
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if _windows_hidden:
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ypos 1000
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add "interface/bld.webp":
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if _windows_hidden:
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ypos 1000
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if side_image:
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add side_image yalign 1.0 zoom 0.5
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@ -49,32 +49,18 @@ screen say(who, what, side_image=None, icon=None):
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add SideImage()
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window id "window":
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if renpy.showing("cg"):
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style "say_window_alt"
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style "say_window"
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if who:
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window:
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id "namebox"
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style "namebox_alt"
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text who:
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style "say_label_alt"
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if who:
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window:
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id "namebox"
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style "namebox"
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text who:
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style "say_label"
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text what:
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id "what"
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style "say_dialogue_alt"
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else:
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style gui.theme("say_window")
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if who:
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window:
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id "namebox"
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style gui.theme("namebox")
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text who:
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style gui.theme("say_label")
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text what:
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id "what"
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style gui.theme("say_dialogue")
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text what:
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id "what"
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style "say_dialogue"
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if _windows_hidden:
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ypos 1000
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@ -108,10 +94,7 @@ screen say(who, what, side_image=None, icon=None):
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screen quick_menu():
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hbox:
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if renpy.showing("cg"):
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style_prefix "quick_alt"
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else:
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style_prefix "quick"
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style_prefix "quick"
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xalign 1.0
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yoffset -30
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@ -128,24 +111,14 @@ style quick_button is default:
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xpadding 8
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ypadding 8
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style quick_button_text is default:
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style quick_button_text:
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size 10
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idle_color "#8888"
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hover_color "#ccc"
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selected_idle_color "#cc08"
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selected_hover_color "#cc0"
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insensitive_color "#4448"
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style quick_alt_button is quick_button
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style quick_alt_button_text:
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take quick_button_text
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idle_color "#8888"
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hover_color "#fff"
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insensitive_color "#4448"
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idle_outlines [(1, "#0008", 1, 1)]
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hover_outlines [(1, "#000", 1, 1)]
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# Choice screen
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#
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# This screen is used to display the in-game choices presented by the menu
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56
game/scripts/interface/calendar.rpy
Normal file
56
game/scripts/interface/calendar.rpy
Normal file
@ -0,0 +1,56 @@
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init python:
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class Calendar(object):
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def __init__(self):
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pass
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def get(self, span=35):
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contents = {i: "" for i in range(span)}
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# Add moon cycles
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for i in range(span):
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if (i % 7 == 0):
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contents[i] += "🌕"
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elif (i % 7 == 3):
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contents[i] += "🌓"
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# elif (game.day % 60 == 30) # Blood moon
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# Add letters
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letters = mailbox.get_letters(True)
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for i in letters:
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contents[game.day+i.wait] += "✉️"
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# Add parcels
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parcels = mailbox.get_parcels(True)
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for i in parcels:
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contents[game.day+i.wait] += "📦"
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return contents
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default calendar = Calendar()
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label calendar:
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call screen calendar
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jump main_room_menu
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screen calendar:
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default contents = calendar.get().items()
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grid 7 5:
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style "empty"
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align (0.5, 0.5)
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for i, ev in contents:
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fixed:
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xysize (64, 64)
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if i > 29:
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add "#888888"
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elif i == game.day:
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add "#ff0000ff"
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else:
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add "#fff"
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hbox:
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text "[(i % 30) + 1]" size 10 color "#000"
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text "[ev]" size 24
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textbutton "Close" action Return() align (0.5, 0.9)
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@ -65,9 +65,7 @@ init -100 python:
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raise ValueError(f"Unsupported weather type: {value!r}")
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self._weather = value
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moon_cycle = renpy.random.randint(5, 9)
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self.moon = (self.day % moon_cycle == 0)
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self.moon = (self.day % 7 == 0)
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screen gold(old, new):
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tag gold
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@ -8,7 +8,8 @@ default cupboard_OBJ = RoomObject(
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idle="cupboard_idle",
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action={
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"Open Inventory": (Text("🎒", align=(0.5, 0.5)), Jump("inventory"), "True"),
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"Rummage": (Text("🖐️", align=(0.5, 0.5)), Jump("cupboard"), "True")
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"Rummage": (Text("🖐️", align=(0.5, 0.5)), Jump("cupboard"), "True"),
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"Calendar": (Text("📆", align=(0.5, 0.5)), Jump("calendar"), "True"),
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},
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tooltip="Cupboard"
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)
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@ -315,8 +315,11 @@ label paperwork:
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call paperwork_progress_chapter
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if not game.daytime and game.moon:
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call paperwork_full_moon
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if not game.daytime and (game.day % 7 == 0):
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call paperwork_progress_chapter("The Full moon makes you feel vastly more productive.\n", bonus=2)
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if not game.daytime and (game.day % 7 == 3):
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call paperwork_progress_chapter("The half moon makes you feel more productive.\n")
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call gen_chibi("sit_behind_desk")
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@ -335,8 +338,8 @@ label paperwork_report_check:
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return
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label paperwork_progress_chapter(message = ""):
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$ states.paperwork_chapters += 1
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label paperwork_progress_chapter(message="", bonus=1):
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$ states.paperwork_chapters += bonus
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call notes
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if states.paperwork_chapters == 1:
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@ -347,18 +350,6 @@ label paperwork_progress_chapter(message = ""):
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call paperwork_report_check
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return
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label paperwork_full_moon:
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call paperwork_progress_chapter("The Full moon makes you feel more productive.\n")
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return
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label paperwork_concentration:
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call paperwork_progress_chapter("You maintain perfect concentration during your work and finish another chapter of the report.\n")
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return
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label paperwork_speedwriting:
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call paperwork_progress_chapter("You use your Speedwriting skills and finish another chapter of the report.\n")
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return
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screen gui_tooltip(img=None, xx=335, yy=210):
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add img xpos xx ypos yy
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zorder 3
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Block a user