label gift_menu(inter_pause=True): $ disable_game_menu() $ inventory_mode = 1 if inter_pause: # Ensures all irrelevant screens are hidden before capturing the surface tree with Pause(0.2) call screen inventory if not _return == True: if _return.type == "gift": if get_character_gifted(states.active_girl): show screen blktone with d3 gen "I already gave her a gift today. Don't want to spoil her too much..." ("base", xpos="far_left", ypos="head") hide screen blktone with d3 else: $ renpy.call(f"give_{states.active_girl[:3]}_gift", _return) elif _return.type == "potion": if not states.active_girl in _return.usable_on: show screen blktone with d3 gen "(Something tells me this potion won't work on [states.active_girl].)" ("base", xpos="far_left", ypos="head") nar "Perhaps in the future..." hide screen blktone with d3 elif not states.env.daytime: show screen blktone with d3 gen "(Some grander force tells me I should give it to her during daytime only.)" ("base", xpos="far_left", ypos="head") hide screen blktone with d3 elif get_character_mood(states.active_girl) > 0: show screen blktone with d3 gen "(I don't think it's a good idea to give it to her when she's still upset with me...)" ("base", xpos="far_left", ypos="head") gen "(I should wait for her to calm down first.)" ("base", xpos="far_left", ypos="head") hide screen blktone with d3 elif states.active_girl == "hermione" and not states.her.favors_convinced_stage == 2 and is_in_lead(states.env.gryffindor): show screen blktone with d3 gen "[name_hermione_genie], what would you say--" ("base", xpos="far_left", ypos="head") her "I'm sorry professor but I don't need your help at the moment." her "My house is already in the lead points wise." gen "Figures..." ("base", xpos="far_left", ypos="head") call tutorial("points") hide screen blktone with d3 else: python: enable_game_menu() inventory_mode = 0 _return.give(states.active_girl) elif _return.type == "quest": if not states.active_girl in _return.usable_on: show screen blktone with d3 gen "(Something tells me I cannot give this item to [states.active_girl].)" ("base", xpos="far_left", ypos="head") nar "Perhaps in the future..." hide screen blktone with d3 #TODO Add daytime check for buttplug give item event #show screen blktone #with d3 #gen "(Some grander force tells me I should give it to her during daytime only.)" ("base", xpos="far_left", ypos="head") #hide screen blktone #with d3 elif get_character_mood(states.active_girl) > 0: show screen blktone with d3 gen "(I don't think it's a good idea to give it to her when she's still upset with me...)" ("base", xpos="far_left", ypos="head") gen "(I should wait for her to calm down first.)" ("base", xpos="far_left", ypos="head") hide screen blktone with d3 elif states.active_girl == "hermione" and not states.her.favors_convinced_stage == 2 and is_in_lead(states.env.gryffindor): show screen blktone with d3 gen "[name_hermione_genie], I have something for you--" ("base", xpos="far_left", ypos="head") her "I'm sorry professor but I don't need your help at the moment." her "My house is already in the lead points wise." gen "Figures..." ("base", xpos="far_left", ypos="head") call tutorial("points") hide screen blktone with d3 else: python: enable_game_menu() inventory_mode = 0 _return.give(states.active_girl) $ inventory_mode = 0 $ enable_game_menu() return label give_gift(text, gift): show screen gift(gift) with d3 "[text]" hide screen gift with d3 $ gift.owned -= 1 return screen gift(gift): layer "interface" zorder 30 if isinstance(gift, Item): add gift.get_image() align (0.5, 0.4) xysize (320, 320) fit "contain" else: add gift align (0.5, 0.4) xysize (320, 320) fit "contain"