init python: def inventory_sortfilter(item, sortby="A-z", filtering=None): if filtering == "Owned": item = (x for x in item if x.owned > 0) # Always sort alphabetically first. item = sorted(item, key=lambda x: natsort_key(x.name)) if sortby == "z-A": item.sort(key=lambda x: natsort_key(x.name), reverse=True) elif sortby == "Available": item.sort(key=lambda x: x.owned is True, reverse=True) elif sortby == "Unavailable": item.sort(key=lambda x: x.owned is False) return item def __Sort(): # TODO: in 8.2, replace with CycleVariable("current_sorting", ("A-z", "z-A", "Available", "Unavailable")) global current_sorting if current_sorting == "A-z": current_sorting = "z-A" elif current_sorting == "z-A": current_sorting = "Available" elif current_sorting == "Available": current_sorting = "Unavailable" else: current_sorting = "A-z" def __Filter(): # TODO: in 8.2, replace with CycleVariable("current_filter", ("Owned", None)) # (ToggleVariable would cause selectedness problems) global current_filter if current_filter is None: current_filter = "Owned" else: current_filter = None class __Actuate(Action): def __call__(self): global menu_items global menu_items_length global current_page global current_item menu_items = inventory_sortfilter(inventory_dict[current_category], current_sorting, current_filter) menu_items_length = len(menu_items) if current_category == "Decorations": menu_items.sort(key=lambda x: x.placement.id) current_page = 0 if current_item not in menu_items: current_item = next(iter(menu_items), None) renpy.restart_interaction() def __init_scope(): if inventory_mode == 0: inventory_dict = { "Gifts": inventory.get_instances_of_type("gift"), "Books": inventory.get_instances_of_type("book"), "Scrolls": inventory.get_instances_of_type("scroll"), "Ingredients": inventory.get_instances_of_type("ingredient"), "Potions": inventory.get_instances_of_type("potion"), "Decorations": inventory.get_instances_of_type("decoration"), "Quest Items": inventory.get_instances_of_type("quest"), } elif inventory_mode == 1: inventory_dict = { "Gifts": inventory.get_instances_of_type("gift"), "Potions": inventory.get_instances_of_type("potion"), "Quest Items": inventory.get_instances_of_type("quest"), } renpy.dynamic( inventory_dict=inventory_dict, current_page=0, current_category="Gifts", current_filter="Owned", current_sorting="Available", ) menu_items = inventory_sortfilter(inventory_dict[current_category], current_sorting, current_filter) renpy.dynamic( menu_items=menu_items, menu_items_length=len(menu_items), current_item=next(iter(menu_items), None), ) define items_shown = 36 #################################### ############# Menu ################# #################################### label inventory: $ gui.in_context("inventory_menu") jump main_room_menu label .use_item(item): python: enable_game_menu() item.use() return label .give_item(item): if item.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: call expression get_character_gift_label(states.active_girl) pass (item) elif item.type == "potion": if not states.active_girl in item.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 game.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(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 item.give(states.active_girl) elif item.type == "quest": if not states.active_girl in item.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(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 item.give(states.active_girl) return label inventory_menu(xx=150, yy=90, inventory_mode=0): # 0 - Inventory, 1 - gifts # Inventory dictionary $ __init_scope() call screen inventory(xx, yy) return screen inventory(xx, yy): tag inventory zorder 15 modal True add "gui_fade" if renpy.mobile: use close_button_background use close_button(key=["inventory", "game_menu"]) fixed: if settings.get("animations"): at gui_animation use inventory_menu(xx, yy) use inventory_menuitem(xx, yy) screen inventory_menu(xx, yy): window: style "empty" style_prefix gui.theme('achievements') pos (xx, yy) xysize (207, 454) use invisible_button() add gui.format("interface/achievements/{}/panel_left.webp") vbox: pos (6, 41) for category in inventory_dict: vbox: textbutton category: style "empty" xsize 195 ysize 16 text_xalign 0.5 if current_category == category: background gui.format("interface/achievements/{}/highlight_left.webp") else: hover_background gui.format("interface/achievements/{}/highlight_left.webp") action [SetVariable("current_category", category), __Actuate()] add gui.format("interface/achievements/{}/spacer_left.webp") # Gold & Tokens null height 16 text "{color=#daa520}Gold{/color} {outlinecolor=#ffffff00}[game.gold]{/outlinecolor}" size 12 outlines [ (2, "#000", 0, 0) ] xalign 0.1 xanchor 0 add gui.format("interface/achievements/{}/spacer_left.webp") text "{color=#2055da}Tokens{/color} {outlinecolor=#ffffff00}[tokens]{/outlinecolor}" size 12 outlines [ (2, "#000", 0, 0) ] xalign 0.1 xanchor 0 add gui.format("interface/achievements/{}/spacer_left.webp") vbox: style_prefix gui.theme('achievements_filters') pos (6, 384) if current_filter is None: textbutton "Show: All" action [__Filter, __Actuate()] else: textbutton "Show: [current_filter]" action [__Filter, __Actuate()] textbutton "Sort by: [current_sorting]" action [__Sort, __Actuate()] screen inventory_menuitem(xx, yy): window: style "empty" style_prefix gui.theme() pos (xx+217, yy-53) xysize (560, 507) use invisible_button() add "interface/achievements/inventory.webp" add gui.format("interface/achievements/{}/panel.webp") #Western Egg button xsize 90 ysize 60 action Play("sound", "sounds/plushie.ogg") xalign 0.5 style "empty" text "Inventory" size 22 xalign 0.5 ypos 65 #text "Unlocked: "+str(len([x for x in menu_items if x[1][3] is True]))+"/[menu_items_length]" size 12 pos (24, 70) # Page counter if menu_items_length > items_shown: hbox: xanchor 1.0 pos (540, 24) spacing 5 add "interface/page.webp" yanchor 0.5 ypos 53 text str(current_page+1)+"/"+str(int(math.ceil(menu_items_length/items_shown))) ypos 44 size 16 vbox: pos (570, 186) spacing 10 imagebutton: idle gui.format("interface/frames/{}/arrow_up.webp") if current_page > 0: hover image_hover(gui.format("interface/frames/{}/arrow_up.webp")) action SetVariable("current_page", current_page-1) # TODO: in 8.2, replace with IncrementVariable("current_page", -1) imagebutton: idle Transform(gui.format("interface/frames/{}/arrow_up.webp"), yzoom=-1) if current_page < math.ceil((menu_items_length-1)/items_shown)-1: hover Transform(image_hover(gui.format("interface/frames/{}/arrow_up.webp")), yzoom=-1) action SetVariable("current_page", current_page+1) # TODO: in 8.2, replace with IncrementVariable("current_page") # Add items grid 9 4: style "empty" pos (24, 113) for it_item in menu_items[current_page*items_shown:(current_page+1)*items_shown]: frame: style "empty" xsize 48 ysize 48 add gui.format("interface/achievements/{}/iconbox.webp") if current_item is not None and current_item.id == it_item.id: add "interface/achievements/glow.webp" align (0.5, 0.5) zoom 0.105 alpha 0.7 at rotate_circular add crop_image_zoom(it_item.get_image(), 42, 42, it_item.owned <= 0) align (0.5, 0.5) button: style gui.theme("overlay_button") background "interface/achievements/glass_iconbox.webp" xsize 46 ysize 46 action SetVariable("current_item", it_item) tooltip it_item.name if it_item.limit > 1 and it_item.owned > 0: if it_item.infinite: text "{unicode}∞{/unicode}" size 20 align (0.1, 0.1) offset(-1, -9) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] else: text "[it_item.owned]" size 10 align (0.1, 0.1) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] elif current_category == "Decorations": if it_item.in_use: add "interface/topbar/icon_check.webp" anchor (1.0, 1.0) align (1.0, 1.0) offset (-3, -3) zoom 0.5 elif current_category in ("Books", "Quest Items"): if it_item.used: add "interface/topbar/icon_check.webp" anchor (1.0, 1.0) align (1.0, 1.0) offset (-3, -3) zoom 0.5 if inventory_mode == 1 and (not it_item.givable or not states.active_girl in it_item.usable_on): add "#b2000040" if menu_items_length <= 0: text "Nothing here yet" align (0.5, 0.5) anchor (0.5, 0.5) size 24 if current_item: frame: style "empty" xsize 96 ysize 96 pos (24, 375) add gui.format("interface/achievements/{}/icon_selected.webp") add crop_image_zoom(current_item.get_image(), 84, 84, current_item.owned <= 0) align (0.5, 0.5) add "interface/achievements/glass_selected.webp" pos (6, 6) if current_category in {"Gifts", "Ingredients", "Potions"}: if current_item.owned > 0: if current_item.infinite: text "{unicode}∞{/unicode}" size 30 align (0.1, 0.1) offset(-2, -10) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] else: text "[current_item.owned]" size 14 align (0.1, 0.1) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] elif current_category == "Decorations": if current_item.in_use: add "interface/topbar/icon_check.webp" anchor (1.0, 1.0) align (1.0, 1.0) offset (-6, -6) elif current_category in ("Books", "Quest Items"): if current_item.used: add "interface/topbar/icon_check.webp" anchor (1.0, 1.0) align (1.0, 1.0) offset (-6, -6) if inventory_mode == 1 and (not current_item.givable or not states.active_girl in current_item.usable_on): add "#b2000040" add gui.format("interface/achievements/{}/highlight.webp") pos (112, 375) add gui.format("interface/achievements/{}/spacer.webp") pos (120, 398) hbox: spacing 5 xalign 0.5 text current_item.name ypos 380 size 16 xoffset 45 if (inventory_mode == 0 and current_item.usable) or (inventory_mode == 1 and current_item.givable): textbutton "[current_item.caption]": style "inventory_button" background Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6) xalign 0.89 xoffset 45 ypos 374 sensitive (current_item.owned > 0) if inventory_mode == 0: action Call("inventory.use_item", current_item, from_current=True) elif inventory_mode == 1: action Call("inventory.use_item", current_item, from_current=True) hbox: pos (132, 407) xsize 410 text current_item.desc size 12 style inventory_button: xysize (90, 26) hover_foreground "#ffffff1F" style inventory_button_text: outlines [] align (0.5, 0.5) size 16