label shelves: if game.daytime: if not states.map.snape_office.shelves_examined: $ states.map.snape_office.shelves_examined = True $ snape_office_shelves_OBJ.set_image("snape_office_shelves") call gen_chibi("stand_alt", xpos="shelves", ypos="shelves", flip=False) with d5 random: block: gen "Who keeps a skull as decoration." ("base", xpos="far_left", ypos="head") gen "..." ("base", xpos="far_left", ypos="head") block: gen "A cactus..." ("base", xpos="far_left", ypos="head") gen "Hopefully the only living thing here." ("base", xpos="far_left", ypos="head") block: gen "What a slob..." ("base", xpos="far_left", ypos="head") gen "Doesn't he know it's dangerous to have potions mix like this?" ("base", xpos="far_left", ypos="head") block: gen "A wine bottle..." ("base", xpos="far_left", ypos="head") gen "Wait a minute, why is he always coming to my place to drink?" ("base", xpos="far_left", ypos="head") gen "There's plenty in here already..." ("base", xpos="far_left", ypos="head") call gen_chibi("stand", xpos="door", ypos="base", flip=True) with d5 jump quests elif not states.map.snape_office.intro_e2: gen "(Already checked the shelves, there's nothing of value.)" ("base", xpos="far_left", ypos="head") else: gen "There's nothing useful to me on the shelves." ("base", xpos="far_left", ypos="head") else: gen "(And here I thought my office was dirty...)" ("base", xpos="far_left", ypos="head") jump snape_office_menu