label cupboard: if states.cupboard_rummaged: if states.env.daytime: nar "You have already searched the cupboard today." else: nar "You have already searched the cupboard tonight." jump main_room_menu $ states.cupboard_rummaged = True # Resets every day/night. $ states.cupboard_rummaged_times += 1 # Stat counter. $ cupboard_OBJ.idle = "cupboard_open" call gen_chibi("rummage", 160, 459, flip=False) # Note: Flip is inconsistent with d3 show screen bld1 with d3 nar "You rummage through the cupboard for a while..." $ random_percent = renpy.random.randint(1, 100) # Dueling potion if states.env.day <= 3 and states.cupboard_rummaged_times in [1,2]: $ states.healing_potions += 1 call give_reward("You found some sort of healing potion...","interface/icons/item_potion.webp") $ cupboard_OBJ.idle = "cupboard_idle" call gen_chibi("sit_behind_desk") jump main_room_menu # Dumbledore card if states.env.day >= 26 and states.cardgame.unlocked and random_percent <= 40 and not card_exist(unlocked_cards,card_dumbledore) : call give_reward("You have found a special card!", "images/cardgame/t1/special/dumbledore_v1.webp") $ unlocked_cards += [card_dumbledore] $ cupboard_OBJ.idle = "cupboard_idle" call gen_chibi("sit_behind_desk") jump main_room_menu # Map if not states.map.unlocked and states.her.favors_unlocked: $ states.map.unlocked = True call give_reward("You found a map of the school grounds.", "interface/icons/generic_scroll.webp") gen "What's this? A map?" ("base", xpos="far_left", ypos="head") $ cupboard_OBJ.idle = "cupboard_idle" call gen_chibi("sit_behind_desk") call tutorial("map") gen "Sweet! That will be useful." ("grin", xpos="far_left", ypos="head") jump main_room_menu # Randomly drop something call rum_block(drop_item_from_cupboard(random_percent)) $ cupboard_OBJ.idle = "cupboard_idle" call gen_chibi("sit_behind_desk") jump main_room_menu label examine_cupboard: if not states.gen.ev.intro.cupboard_examined: $ states.gen.ev.intro.cupboard_examined = True $ cupboard_OBJ.idle = "cupboard_idle" $ cupboard_OBJ.action = Jump("examine_cupboard") call gen_chibi("stand","behind_desk","base", flip=False) with d5 pause.2 call bld gen "*Hmm*..." ("base", xpos="far_left", ypos="head") gen "A cupboard..." ("base", xpos="far_left", ypos="head") gen "Maybe I should rummage through this one later..." ("base", xpos="far_left", ypos="head") call gen_chibi("sit_behind_desk") else: gen "Looks like any other cupboard, maybe a bit dustier." ("base", xpos="far_left", ypos="head") jump main_room_menu label rum_block(item): if isinstance(item, int): $ states.env.gold += item call give_reward("You found [item] gold...", "interface/icons/gold.webp") elif item == "nothing": nar "You found nothing of value..." else: $ item.owned += 1 if item == wine_ITEM: call give_reward("You found a bottle of wine from professor Dumbledore's personal stash...", item) elif item == firewhisky_ITEM: call give_reward("You found a bottle of firewhisky from professor Dumbledore's personal stash...", item) else: call give_reward("You found [item.name]...", item) call tutorial("inventory") hide screen gift with d3 return init python: def drop_item_from_cupboard(random_percent): drop_list = [item for item in inventory.get_instances_of_type("gift") if item.unlocked] dr = max(states.cupboard_rummaged_times - states.env.day, 0) * 2 # Frequent rummaging penalty progress_factor = math.log(states.her.tier + states.cho.tier + states.ton.tier + states.lun.tier + states.env.day) if firewhisky_ITEM.unlocked and firewhisky_ITEM.owned < 1: return firewhisky_ITEM elif wine_ITEM.owned < 1: return wine_ITEM if states.env.difficulty == 1: # Easy # Soft diminishing returns, more rubber banding. Guaranteed item drop. if states.env.gold < int(170 * math.log(states.env.day)) and random_percent <= 56 - dr: return int(progress_factor * random_gold) else: filtered_list = [x for x in drop_list if x.owned <= 5] random_item = renpy.random.choice(filtered_list or drop_list) return random_item elif states.env.difficulty == 2: # Normal # Fair diminishing returns, soft rubber banding. High chance for item drop. (Recommended) if states.env.gold < int(120 * math.log(states.env.day)) and random_percent <= 38 - dr: return int(progress_factor * random_gold) else: filtered_list = [x for x in drop_list if x.owned <= 3] random_item = renpy.random.choice(filtered_list or drop_list) if int(120 * math.log(states.env.day)) / 3 < random_item.price: chance = max(6 - (random_item.owned * 5), 1) elif states.env.gold > random_item.price: chance = max(65 - (random_item.owned * 15), 5) else: chance = max(95 - (random_item.owned * 10), 15) if random_percent <= chance - dr: return random_item else: return "nothing" elif states.env.difficulty == 3: # Hard # Harsh diminishing returns, no rubber banding. Chance for item drop. if states.env.gold < int(90 * math.log(states.env.day)) and random_percent <= 33 - dr: return int(progress_factor * random_gold) else: random_item = renpy.random.choice(drop_list) if int(90 * math.log(states.env.day)) / 3 < random_item.price: chance = max(3 - (random_item.owned * 5), 1) elif states.env.gold > random_item.price: chance = max(40 - (random_item.owned * 15), 0) else: chance = max(75 - (random_item.owned * 10), 5) if random_percent <= chance - dr: return random_item else: return "nothing"