#################################### ############# Menu ################# #################################### default summon_show_busy = True label summon: $ gui.in_context("summon_menu") jump main_room_menu label summon_menu(xx=723, yy=90): $ map_transcript_loc = {"library": "Library", "room_g": "Gryffindor Dormitory", "room_s": "Slytherin Dormitory", "room_r": "Ravenclaw Dormitory", "room_h": "Hufflepuff Dormitory", "great_hall": "Great Hall", "courtyard": "Courtyard", "forest": "Forest", "greenhouse": "Greenhouse", "defense": "D.A.D.A Classroom", "training_grounds": "Training Grounds", "Lake": "Lake", "randomstudent": renpy.random.choice(["Classroom", "Bathroom", "Hagrid's Hut", "Weasley's Store", "Mafkin's Store", "Broom Cupboard", "Attic"]), "randomsnape": renpy.random.choice(["Classroom", "Boathouse", "Bathroom", "Snape's Office", "Hall", "Slytherin Dormitory", "Library", "Attic", "Forest", "Lake", "Dungeons", "Quidditch Cave", "Staircase", "Behind your door", "Room of Doom"]), "randomtonks": renpy.random.choice(["Classroom", "Bathroom", "Hall", "Gryffindor Dormitory", "Slytherin Dormitory", "Hufflepuff Dormitory", "Ravenclaw Dormitory", "Training Grounds", "Tonks' Room", "Quidditch Pitch", "Infirmary", "Sex Dungeon", "Hospital Wing", "Forest", "Lake", "Greenhouse", "Mafkin's Store"])} # Door dictionary $ summon_dict = { "Snape": {"ico": "snape", "flag": states.sna.unlocked, "busy": states.sna.busy, "loc": "randomsnape"}, "Tonks": {"ico": "tonks", "flag": states.ton.unlocked, "busy": states.ton.busy, "loc": "randomtonks"}, "Hermione": {"ico": "hermione", "flag": states.her.unlocked, "busy": states.her.busy, "loc": states.her.map_location }, "Cho": {"ico": "cho", "flag": states.cho.unlocked, "busy": states.cho.busy, "loc": states.cho.map_location}, "Luna": {"ico": "luna", "flag": states.lun.unlocked, "busy": states.lun.busy, "loc": states.lun.map_location}, "Astoria": {"ico": "astoria", "flag": states.ast.unlocked, "busy": states.ast.busy, "loc": states.ast.map_location }, "Susan": {"ico": "susan", "flag": states.sus.unlocked, "busy": states.sus.busy, "loc": states.sus.map_location} } $ summon_categories_sorted = ["Snape", "Tonks", "Hermione", "Cho", "Luna", "Astoria", "Susan"] #"Ginny", "Daphne", "Padma", "Patil", "Myrtle", "Mafkin" $ summon_categories_sorted_length = len(summon_categories_sorted) $ current_sorting = summon_show_busy label .after_init: show screen summon(xx, yy) $ renpy.dynamic(__choice = ui.interact()) if __choice[0] == "summon": hide screen summon if not __choice[2]: $ enable_game_menu() $ renpy.jump_out_of_context("summon_"+__choice[1].lower()) else: if game.daytime or __choice[1] in ["Tonks", "Snape"]: nar "[__choice[1]] is currently busy. Try again later." else: nar "[__choice[1]] is currently asleep. Try again tomorrow." else: hide screen summon return jump .after_init screen summon(xx, yy): tag summon zorder 15 modal True add "gui_fade" if renpy.mobile: use close_button_background use close_button(key=["summon", "game_menu"]) fixed: if settings.get("animations"): at gui_animation use summon_menu(xx, yy) screen summon_menu(xx, yy): tag summon_menu modal True zorder 15 window: style "empty" pos (xx, yy) xysize (207, 454) use invisible_button() add gui.format("interface/achievements/{}/panel_left.webp") vbox: pos (6, 384) spacing 32 null frame: style "empty" textbutton "Show Busy:": style gui.theme("overlay_button") xsize 195 ysize 32 text_align (0.4, 0.5) text_size 12 action ToggleVariable("summon_show_busy", True, False) add gui.theme("check_{}").format(str(summon_show_busy).lower()) xalign 0.7 ypos 4 vbox: pos (6, 6) $ tmp_x = 0 for char in summon_categories_sorted: if summon_dict[char]["flag"]: if summon_show_busy or not summon_dict[char]["busy"]: $ tmp_x += 1 frame: style "empty" xsize 195 ysize 50 vbox: textbutton char: style "empty" xsize 195 ysize 46 hover_background gui.format("interface/achievements/{}/highlight_left_b.webp") text_xalign 0.6 text_yalign 0.5 text_xanchor 0.5 text_size 20 if not summon_dict[char]["busy"]: action Return(["summon", char, False]) else: text_color "#8C8C70" action Return(["summon", char, True]) add gui.format("interface/achievements/{}/spacer_left.webp") $ image_zoom = crop_image_zoom("interface/icons/head/"+summon_dict[char]["ico"]+".webp", 42, 42, summon_dict[char]["busy"]) button: style gui.theme("overlay_button") background gui.format("interface/achievements/{}/iconbox.webp") foreground "interface/achievements/glass_iconbox.webp" xysize (48, 48) add image_zoom align (0.5, 0.5) text map_transcript_loc[summon_dict[char]["loc"]] size 10 xalign 0.625 yalign 0.9 xanchor 0.5 if not states.sna.unlocked: text "You don't know anyone" size 12 at truecenter else: if tmp_x <= 0: text "All characters are busy" size 12 at truecenter