label summon_snape: play music "music/Dark Fog.ogg" fadein 1 if_changed play sound "sounds/door.ogg" call sna_chibi("stand","mid","base") with d3 $ renpy.checkpoint(hard=True) sna "Yes, what is it?" ("snape_01",xpos="base",ypos="base", trans=d3) label snape_ready: pass menu: # Talk "-Talk-" (icon="interface/icons/small/talk.webp"): call snape_chitchat label .talk: menu: "-Ask him to help Tonks-" if states.ast.ev.intro.e1_complete and not states.ast.ev.intro.e3_complete: if states.ast.ev.intro.e2_ask_snape: sna "I'm still on the lookout, Genie." ("snape_01") sna "If I find the little maggot that casts those spells..." ("snape_10") jump .talk $ states.sna.busy = True $ states.ast.ev.intro.e2_ask_snape = True $ ag_event_pause = 2 jump astoria_intro_E2_snape "-Try solving the Quidditch Quarrel-" (icon="interface/icons/small/quidditch.webp") if states.cho.tier == 2 and states.cho.ev.quidditch.e6_complete and not states.cho.ev.quidditch.e9_complete and not states.cho.ev.quidditch.e8_complete: if game.daytime: gen "I wanted to talk to you about the upcoming Quidditch game." ("base", xpos="far_left", ypos="head") sna "I don't really have time right now..." ("snape_05") if wine_ITEM.owned >= 1: gen "I got drinks." ("base", xpos="far_left", ypos="head") else: gen "I'll get us drinks." ("base", xpos="far_left", ypos="head") sna "Tempting, but it'll have to be in the evening... work and all that." ("snape_06") gen "Fine." ("base", xpos="far_left", ypos="head") jump .talk else: gen "So about that upcoming Quidditch game..." ("base", xpos="far_left", ypos="head") if wine_ITEM.owned >= 1: sna "Whatever it is, it can wait, let's sit down first, shall we." ("snape_01") call setup_fireplace_hangout(char="snape") call bld gen "Want to do the honours?" ("base", xpos="far_left", ypos="head") sna "With pleasure!" ("snape_02", ypos="head") pause.1 call give_gift("You hand over the bottle you found in the cupboard to professor Snape...", wine_ITEM) $ states.gen.stats.hangouts_with_snape += 1 $ wine_ITEM.owned -= 1 jump cho_quid_E9 else: sna "I hope you have some wine at least?" ("snape_01") gen "I hoped you'd bring your own for once." ("base", xpos="far_left", ypos="head") sna "I see..." ("snape_04") sna "I guess you don't need my help after all." ("snape_31") gen "(Bloody alcoholic...)" ("base", xpos="far_left", ypos="head") jump .talk "-Address me only as-" if states.her.ev.intro.e6_complete: call snape_nicknames_genie jump .talk "-From now on, I will refer to you as-" if states.her.ev.intro.e6_complete: call snape_nicknames jump .talk "-Never mind-": jump snape_ready # Fireplace Chats "-Let's hang-" (icon="interface/icons/small/toast.webp") if wine_ITEM.owned >= 1 and not game.daytime: jump snape_hangout "-Let's hang-" (icon="interface/icons/small/toast.webp", style="disabled") if wine_ITEM.owned < 1 or game.daytime: if game.daytime: gen "(I'm not sharing my booze with Snape while he still has to teach classes...)" ("base", xpos="far_left", ypos="head") gen "(I better ask him during the evening to get drunk...)" ("base", xpos="far_left", ypos="head") elif wine_ITEM.owned < 1: gen "(I don't have any more wine...)" ("base", xpos="far_left", ypos="head") jump snape_ready # Cardgame "-Let's Duel-" (icon="interface/icons/small/cards.webp") if states.cardgame.unlocked: jump snape_duel_menu # Dismiss "-Never mind-": stop music fadeout 1.0 if game.daytime: sna "Alright, back to work then..." else: sna "Goodnight then." play sound "sounds/door.ogg" $ states.sna.busy = True hide snape_main call sna_chibi("hide") with d3 jump main_room_menu