label desk: if game.day == 1: if not desk_examined: $ desk_examined = True $ desk_OBJ.idle = "ch_gen sit_behind_desk" call bld gen "A desk of some sort..." ("base", xpos="far_left", ypos="head") gen "And a letter..." ("base", xpos="far_left", ypos="head") gen "Mailed to a certain \"Albus Dumbledore\"." ("base", xpos="far_left", ypos="head") menu: gen "Should I open it?" ("base", xpos="far_left", ypos="head") "-Read the letter-": call bld gen "Of course I will!" ("grin", xpos="far_left", ypos="head") "-Leave it be-": call bld gen "Hell no!" ("angry", xpos="far_left", ypos="head") gen "Of course I will read it!" ("grin", xpos="far_left", ypos="head") # First letter from Hermione $ desk_OBJ.foreground = None $ letter_hg_1.open() gen "*Ehm*........." ("base", xpos="far_left", ypos="head") gen "What?" ("base", xpos="far_left", ypos="head") gen "................................." ("base", xpos="far_left", ypos="head") else: gen "I've already checked the desk." ("base", xpos="far_left", ypos="head") if bird_examined and desk_examined and cupboard_examined and door_examined and fireplace_examined: jump genie_intro_E2 else: jump main_room_menu #Define hints variable $ ball_hint = None # TODO: Refactor. Low priority. call update_character_map_locations #Screens call play_sound("scroll") show screen desk_menu with d1 $ _choice = ui.interact() hide screen desk_menu #Do NOT add a transition here! #Hermione if _choice == "hermione" and hermione_busy: if game.daytime: call nar(">Hermione is taking classes.") jump main_room_menu else: call nar(">Hermione is already asleep.") jump main_room_menu elif _choice == "hermione" and not hermione_busy: if her_map_location == "forest": call nar(">Hermione is currently at the Forbidden Forest.\n>Would you like to go there?") menu: "-Yes, pay her a visit-": jump hermione_map_BJ "-No, summon her to your office-": pass jump summon_hermione #Luna elif luna_unlocked and _choice == "luna" and luna_busy: if game.daytime: call nar(">Luna is taking classes.") jump main_room_menu else: call nar(">Luna is already asleep.") jump main_room_menu elif luna_unlocked and _choice == "luna" and not luna_busy: jump summon_luna #Astoria elif astoria_busy and _choice == "astoria": if game.daytime: call nar(">Astoria is taking classes.") jump main_room_menu else: call nar(">Astoria is already asleep.") jump main_room_menu elif not astoria_busy and _choice == "astoria": #Summoning after intro events done. jump summon_astoria #Susan elif _choice == "susan" and susan_busy: if game.daytime: call nar(">Susan is taking classes.") jump main_room_menu else: call nar(">Susan is already asleep.") jump main_room_menu elif _choice == "susan" and not susan_busy: jump summon_susan #Cho elif _choice == "cho" and cho_busy: if game.daytime: call nar(">Cho is taking classes.") jump main_room_menu else: call nar(">Cho is already asleep.") jump main_room_menu elif _choice == "cho" and not cho_busy: jump summon_cho #Snape elif _choice == "snape" and snape_busy: call nar(">Professor Snape is unavailable.") if game.daytime: jump main_room_menu else: jump main_room_menu elif _choice == "snape" and not snape_busy: jump summon_snape #Tonks elif _choice == "tonks" and tonks_busy: call nar(">Tonks is unavailable.") if game.daytime: jump main_room_menu else: jump main_room_menu elif _choice == "tonks" and not tonks_busy: jump summon_tonks #Close elif _choice == "Close": jump main_room_menu elif _choice in {"snape_office", "seventh_floor", "map_lake", "map_forest", "map_attic", "clothing_store", "item_store", "ravenclaw_dormitories", "gryffindor_dormitories"}: call gen_chibi("stand", "desk", "base") with d3 call gen_walk(action="leave", speed=1.5) $ renpy.jump(_choice) screen desk_menu(): tag desk_interface zorder 5 #Background add "interface/desk/_bg_.webp" if map_unlocked: use map_screen # Ugly hands # add "interface/desk/_hands_.webp" xpos 0 ypos -30 use crystal_ball use watch #Book if item_store_intro_done: add "interface/desk/book.webp" xalign 1.0 xpos 1080 ypos 0 imagebutton: xpos 1080 ypos 0 xalign 1.0 idle "interface/desk/book.webp" hover "interface/desk/book_hover.webp" hovered SetVariable("ball_hint", "book") keysym "inventory" unhovered SetVariable("ball_hint", None) action Return("inventory") #Tissue Box add "interface/desk/tissues.webp" xalign 1.0 xpos 1080 ypos 320 imagebutton: xpos 1080 ypos 320 xalign 1.0 idle "interface/desk/tissues.webp" hover "interface/desk/tissues_hover.webp" hovered SetVariable("ball_hint", "jerk_off") keysym "fap" unhovered SetVariable("ball_hint", None) action Return("jerk_off") #Work if letter_work_unlock.read: imagebutton: xpos -10 ypos 0 xalign 0.0 idle "interface/desk/work.webp" hover "interface/desk/work_hover.webp" hovered SetVariable("ball_hint", "work") keysym "work" unhovered SetVariable("ball_hint", None) action Return("paperwork") #Cards if deck_unlocked: #Or letter_cards_unlock.read #Day 26+ imagebutton: xpos 0 ypos 600 xalign 0.0 yalign 1.0 idle "interface/desk/cards.webp" hover "interface/desk/cards_hover.webp" hovered SetVariable("ball_hint", "cards") unhovered SetVariable("ball_hint", None) action Return("deck_builder") #exit imagebutton: xanchor 0.5 yanchor 1.0 xpos 510 ypos 600 idle "interface/desk/exit_mask.webp" hover "interface/desk/exit.webp" hovered SetVariable("ball_hint", "exit") unhovered SetVariable("ball_hint", None) action Return("Close") #Night Overlay if not game.daytime: add "interface/desk/_night_overlay_.webp" use close_button screen crystal_ball(): tag desk_interface zorder 8 add "interface/desk/crystal_ball.webp" xpos 268 ypos 0 if not ball_hint == None: add "interface/desk/hints/glow.webp" xpos 268+40 add "interface/desk/hints/"+str(ball_hint)+ ".webp" xpos 268+125 xanchor 0.5 screen watch(): #Day/Night Clock add "interface/desk/watch.webp" xpos 603 ypos 0 imagebutton: xpos 603 ypos 0 idle "interface/desk/watch.webp" hover "interface/desk/watch_hover.webp" unhovered SetVariable("ball_hint", None) keysym "sleep" hovered If(game.daytime, SetVariable("ball_hint", "doze_off"), SetVariable("ball_hint", "sleep")) action If(game.daytime, Return("night_start"), Return("day_start")) $ watch_x = 603 +67 $ watch_y = 35 if game.weather == "rain": add "interface/desk/watch/rain.webp" xpos watch_x ypos watch_y elif game.weather in ("snow", "blizzard"): add "interface/desk/watch/snow.webp" xpos watch_x ypos watch_y elif game.weather == "storm": add "interface/desk/watch/storm.webp" xpos watch_x ypos watch_y else: if game.daytime: add "interface/desk/watch/sun.webp" xpos watch_x ypos watch_y else: add "interface/desk/watch/moon.webp" xpos watch_x ypos watch_y if game.daytime: add "interface/desk/watch/day.webp" xpos watch_x+40 ypos watch_y+6 xanchor 0.5 else: add "interface/desk/watch/night.webp" xpos watch_x+40 ypos watch_y+6 xanchor 0.5 label paperwork: if letter_work_report in mailbox.get_letters(): gen "I need to get paid first." ("base", xpos="far_left", ypos="head") jump main_room_menu call weather_sound if not renpy.music.is_playing("weather"): call music_block else: stop music fadeout 1.0 call gen_chibi("paperwork") with d3 ">You do some paperwork." call paperwork_progress_chapter if not game.daytime and game.moon: call paperwork_full_moon call gen_chibi("sit_behind_desk") if game.daytime: jump night_start else: jump day_start label paperwork_report_check: # Check if a report was completed if report_chapters >= 4: ">You've completed a report." $ report_chapters = 0 $ reports_finished += 1 $ stat_reports_counter += 1 return label paperwork_progress_chapter(message = ""): $ report_chapters += 1 call notes if report_chapters == 1: "[message]>You finished one chapter so far." else: "[message]>You finished {number=report_chapters} chapters so far." call paperwork_report_check return label paperwork_full_moon: call paperwork_progress_chapter(">The Full moon makes you feel more productive.\n") return label paperwork_concentration: call paperwork_progress_chapter(">You maintain perfect concentration during your work and finish another chapter of the report.\n") return label paperwork_speedwriting: call paperwork_progress_chapter(">You use your Speedwriting skills and finish another chapter of the report.\n") return screen gui_tooltip(img=None, xx=335, yy=210): add img xpos xx ypos yy zorder 3