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acfb09516c
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d7c8e39b08
@ -28,23 +28,27 @@ label summon_menu(xx=723, yy=90):
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$ current_sorting = summon_show_busy
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call screen summon(xx, yy)
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label .after_init:
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return
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show screen summon(xx, yy)
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label .summon(char):
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$ enable_game_menu()
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$ renpy.jump_out_of_context("summon_"+char.lower())
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$ renpy.dynamic(__choice = ui.interact())
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return
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label .summon_busy(char):
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if game.daytime or char in ["Tonks", "Snape"]:
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nar "[char] is currently busy. Try again later."
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if __choice[0] == "summon":
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hide screen summon
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if not __choice[2]:
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$ enable_game_menu()
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$ renpy.jump_out_of_context("summon_"+__choice[1].lower())
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else:
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if game.daytime or __choice[1] in ["Tonks", "Snape"]:
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nar "[__choice[1]] is currently busy. Try again later."
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else:
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nar "[__choice[1]] is currently asleep. Try again tomorrow."
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else:
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nar "[char] is currently asleep. Try again tomorrow."
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hide screen summon
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return
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return
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jump .after_init
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screen summon(xx, yy):
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tag summon
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@ -58,18 +62,18 @@ screen summon(xx, yy):
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use close_button(key=["summon", "game_menu"])
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fixed:
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pos (xx, yy)
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if settings.get("animations"):
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at gui_animation
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use summon_menu
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use summon_menu(xx, yy)
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screen summon_menu():
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screen summon_menu(xx, yy):
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tag summon_menu
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modal True
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zorder 15
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window:
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style "empty"
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pos (xx, yy)
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xysize (207, 454)
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use invisible_button()
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@ -111,10 +115,10 @@ screen summon_menu():
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text_xanchor 0.5
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text_size 20
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if not summon_dict[char]["busy"]:
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action Call("summon_menu.summon", char, from_current=True)
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action Return(["summon", char, False])
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else:
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text_color "#8C8C70"
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action Call("summon_menu.summon_busy", char, from_current=True)
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action Return(["summon", char, True])
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add gui.format("interface/achievements/{}/spacer_left.webp")
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