# Hide all character images (not chibi) label hide_characters: hide hermione_main hide luna_main hide cho_main hide astoria_main hide susan_main hide tonks_main hide snape_main hide screen genie_main # Do not add transitions. Use one after return. return label bld(action=None): if action == "hide": hide screen bld1 else: show screen bld1 with d3 return label blktone: show screen bld1 # blktone looks stupid without bld1 show screen blktone with d5 return label hide_blktone: hide screen blktone with d5 return label blktone_top: show screen bld1 # blktone looks stupid without bld1 show screen blktone # Has higher zorder than normal blktone with d5 return label hide_blktone_top: hide screen blktone with d5 return label blkfade: hide screen bld1 hide screen blktone show screen blkfade with d5 pause.2 return label hide_blkfade: hide screen blkfade with d5 return label ctc: show screen ctc with d3 pause hide screen ctc with d1 return # Play day/night theme label music_block: if states.room == "main_room": if game.daytime: play music "music/Brittle Rille.ogg" fadein 1 if_changed else: play music "music/Music for Manatees.ogg" fadein 1 if_changed elif states.room == "snape_office": play music "music/the-other-side-of-the-door-by-kevin-macleod-from-filmmusic-io.ogg" fadein 1 if_changed return label unlock_clothing(text="", item="interface/icons/box_blue_1.webp"): show screen clothing_unlock(item) show screen blktone with d3 menu (menu_yalign=.75): "[text]" "-Done Reading-": pass hide screen clothing_unlock hide screen blktone with d3 $ item.unlock() return label describe_mood(name, value): if 5 > value >= 1: nar "[name] is a little upset with you..." elif 10 > value >= 5: nar "[name] is upset with you." elif 20 > value >= 10: nar "[name] is very upset with you." elif 30 > value >= 20: nar "[name] is mad at you." elif 40 > value >= 30: nar "[name] is very mad at you." elif 50 > value >= 40: nar "[name] is furious at you." elif value >= 50: nar "[name] hates your guts." else: nar "[name] is calm." return label describe_mood_after_gift(was_negative, mood, change): if was_negative and mood == 0: call notes "She's no longer upset with you." elif was_negative and change < 0: "But she's still upset with you." elif was_negative: "She's still upset with you." return label notes(): play sound "sounds/win_04.ogg" #Not loud. hide screen notes show screen notes return label not_implemented(): "Not implemented." return label end_of_content(): $ renpy.choice_for_skipping() "SilverStudioGames" "This concludes story progression for this character as of version [config.version].\nThere still may be side events and activities that you have missed, but main story won't progress past this point." "SilverStudioGames" "We hope you have enjoyed yourself. Stay tuned for more in the future." call notes nar "All stats have been maxed out. You can now use all of the wardrobe options." return