label day_start: show screen blkfade hide snape_main hide genie_main hide tonks_main hide cho_main hide hermione_main hide astoria_main hide susan_main hide luna_main with dissolve python: # Reset room objects candleL_OBJ.foreground = None candleR_OBJ.foreground = None states.fireplace_started = False fireplace_OBJ.foreground = None states.bird_fed = False states.bird_petted = False phoenix_OBJ.foreground = None # Removes seeds image states.cupboard_rummaged = False # Reset gift flags states.ton.gifted = False states.her.gifted = False states.lun.gifted = False states.cho.gifted = False states.ast.gifted = False states.sus.gifted = False # Reset chit-chat flags states.sna.chatted = False states.ton.chatted = False states.her.chatted = False states.lun.chatted = False states.cho.chatted = False states.ast.chatted = False states.sus.chatted = False # Tick Event timers ss_event_pause = max(ss_event_pause-1, 0) ss_summon_pause = max(ss_summon_pause-1, 0) nt_event_pause = max(nt_event_pause-1, 0) nt_summon_pause = max(nt_summon_pause-1, 0) hg_event_pause = max(hg_event_pause-1, 0) hg_summon_pause = max(hg_summon_pause-1, 0) ll_event_pause = max(ll_event_pause-1, 0) ll_summon_pause = max(ll_summon_pause-1, 0) cc_event_pause = max(cc_event_pause-1, 0) cc_summon_pause = max(cc_summon_pause-1, 0) ag_event_pause = max(ag_event_pause-1, 0) ag_summon_pause = max(ag_summon_pause-1, 0) sb_event_pause = max(sb_event_pause-1, 0) sb_summon_pause = max(sb_summon_pause-1, 0) # Reset busy flags (Based on current tick) states.sna.busy = True # bool(ss_summon_pause) states.ton.busy = bool(nt_summon_pause) states.her.busy = bool(hg_summon_pause) states.lun.busy = bool(ll_summon_pause) states.cho.busy = bool(cc_summon_pause) states.ast.busy = bool(ag_summon_pause) states.sus.busy = bool(sb_summon_pause) # Improve Mood if game.difficulty == 1: # Easy difficulty val = 3 elif game.difficulty == 2: # Normal difficulty val = 2 elif game.difficulty == 3: # Hardcore difficulty val = 1 states.ton.mood = max(states.ton.mood-val, 0) states.her.mood = max(states.her.mood-val, 0) states.lun.mood = max(states.lun.mood-val, 0) states.cho.mood = max(states.cho.mood-val, 0) states.ast.mood = max(states.ast.mood-val, 0) states.sus.mood = max(states.sus.mood-val, 0) # Game flags game.day += 1 game.weather = "random" states.env.daytime = True cupboard_OBJ.foreground = Transform(Text(str((game.day % 30) + 1), color="#fff", outlines=[(1, "#000", 0, 0)]), pos=(40, 100)) # Randomisers random_gold = renpy.random.randint(8, 40) map_randomobj.seed() door_randomobj.seed() # Send salary every 7th day if game.day % 7 == 0: if states.paperwork_reports >= 1: letter_work_report.send() if not states.twi.ev.cardgame.first_random: states.twi.ev.cardgame.interest = True # Pass time mailbox.tick() eventqueue.tick() # Update map locations call set_all_map_locations # Reset appearances and sprites call update_luna call update_astoria call update_hermione call update_susan call update_cho call update_tonks call update_snape call update_genie call room(states.room, stop_sound=False, hide_screens=False) # Equip scheduled outfits if states.lun.wardrobe_scheduling: $ luna.equip_random_outfit() if states.ast.wardrobe_scheduling: $ astoria.equip_random_outfit() if states.her.wardrobe_scheduling: $ hermione.equip_random_outfit() if states.sus.wardrobe_scheduling: $ susan.equip_random_outfit() if states.cho.wardrobe_scheduling: $ cho.equip_random_outfit() if states.ton.wardrobe_scheduling: $ tonks.equip_random_outfit() hide screen blkfade hide screen bld1 hide screen blktone with dissolve # Points gains call points_changes call update_ui_points $ renpy.force_autosave(True) label day_resume: # Start Quests jump quests # unreachable $ renpy.choice_for_skipping() call screen room_menu label night_start: show screen blkfade hide snape_main hide genie_main hide tonks_main hide cho_main hide hermione_main hide astoria_main hide susan_main hide luna_main with dissolve python: # Reset room objects if not candleL_OBJ.foreground: candleL_OBJ.get_action()() if not candleR_OBJ.foreground: candleR_OBJ.get_action()() states.cupboard_rummaged = False # Reset chit-chat flags states.sna.chatted = False states.ton.chatted = False states.her.chatted = False states.lun.chatted = False states.cho.chatted = False states.ast.chatted = False states.sus.chatted = False # Reset busy flags (Based on current tick) states.sna.busy = bool(ss_summon_pause) states.ton.busy = bool(nt_summon_pause) states.her.busy = bool(hg_summon_pause) states.lun.busy = bool(ll_summon_pause) states.cho.busy = bool(cc_summon_pause) states.ast.busy = bool(ag_summon_pause) states.sus.busy = bool(sb_summon_pause) # Game flags game.weather = "random" states.env.daytime = False # Randomisers random_gold = renpy.random.randint(8, 40) map_randomobj.seed() door_randomobj.seed() # Update map locations call set_all_map_locations # Reset appearances and sprites call update_luna call update_astoria call update_hermione call update_susan call update_cho call update_tonks call update_snape call update_genie call room(states.room, stop_sound=False, hide_screens=False) # Equip scheduled outfits if states.lun.wardrobe_scheduling: $ luna.equip_random_outfit() if states.ast.wardrobe_scheduling: $ astoria.equip_random_outfit() if states.her.wardrobe_scheduling: $ hermione.equip_random_outfit() if states.sus.wardrobe_scheduling: $ susan.equip_random_outfit() if states.cho.wardrobe_scheduling: $ cho.equip_random_outfit() if states.ton.wardrobe_scheduling: $ tonks.equip_random_outfit() hide screen blkfade hide screen bld1 hide screen blktone with dissolve $ renpy.force_autosave(True) label night_resume: # Start Quests jump quests # unreachable $ renpy.choice_for_skipping() call screen room_menu