Gouvernathor
d48708579b
- don't use a reserved name (starting with an underscore)
- use a file-local mangled name (starting with two underscores
- use renpy.dynamx to cleanup the variable automatically
(cherry picked from commit 3e86094b0b
)
346 lines
10 KiB
Plaintext
346 lines
10 KiB
Plaintext
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label desk:
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if game.day == 1:
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if not states.gen.ev.intro.desk_examined:
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$ states.gen.ev.intro.desk_examined = True
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$ desk_OBJ.idle = "ch_gen sit_behind_desk"
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call bld
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gen "A desk of some sort..." ("base", xpos="far_left", ypos="head")
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gen "And a letter..." ("base", xpos="far_left", ypos="head")
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gen "Mailed to a certain \"Albus Dumbledore\"." ("base", xpos="far_left", ypos="head")
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menu:
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gen "Should I open it?" ("base", xpos="far_left", ypos="head")
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"-Read the letter-":
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call bld
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gen "Of course I will!" ("grin", xpos="far_left", ypos="head")
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"-Leave it be-":
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call bld
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gen "Hell no!" ("angry", xpos="far_left", ypos="head")
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gen "Of course I will read it!" ("grin", xpos="far_left", ypos="head")
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# First letter from Hermione
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$ desk_OBJ.foreground = None
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$ letter_hg_1.open()
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gen "*Ehm*........." ("base", xpos="far_left", ypos="head")
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gen "What?" ("base", xpos="far_left", ypos="head")
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gen "................................." ("base", xpos="far_left", ypos="head")
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else:
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gen "I've already checked the desk." ("base", xpos="far_left", ypos="head")
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if states.gen.ev.intro.bird_examined and states.gen.ev.intro.desk_examined and states.gen.ev.intro.cupboard_examined and states.gen.ev.intro.door_examined and states.gen.ev.intro.fireplace_examined:
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jump genie_intro_E2
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else:
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jump main_room_menu
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#Define hints variable
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$ ball_hint = None
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# TODO: Refactor. Low priority.
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call update_character_map_locations
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#Screens
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play sound "sounds/scroll.ogg"
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show screen desk_menu
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with d1
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$ renpy.dynamic(__choice = ui.interact())
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hide screen desk_menu
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#Do NOT add a transition here!
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#Hermione
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if __choice == "hermione" and states.her.busy:
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if game.daytime:
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nar "Hermione is taking classes."
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jump main_room_menu
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else:
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nar "Hermione is already asleep."
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jump main_room_menu
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elif __choice == "hermione" and not states.her.busy:
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if states.her.map_location == "forest":
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nar "Hermione is currently at the Forbidden Forest.\n>Would you like to go there?"
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menu:
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"-Yes, pay her a visit-":
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jump hermione_map_BJ
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"-No, summon her to your office-":
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pass
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jump summon_hermione
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#Luna
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elif states.lun.unlocked and __choice == "luna" and states.lun.busy:
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if game.daytime:
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nar "Luna is taking classes."
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jump main_room_menu
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else:
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nar "Luna is already asleep."
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jump main_room_menu
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elif states.lun.unlocked and __choice == "luna" and not states.lun.busy:
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jump summon_luna
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#Astoria
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elif states.ast.busy and __choice == "astoria":
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if game.daytime:
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nar "Astoria is taking classes."
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jump main_room_menu
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else:
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nar "Astoria is already asleep."
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jump main_room_menu
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elif not states.ast.busy and __choice == "astoria": #Summoning after intro events done.
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jump summon_astoria
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#Susan
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elif __choice == "susan" and states.sus.busy:
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if game.daytime:
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nar "Susan is taking classes."
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jump main_room_menu
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else:
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nar "Susan is already asleep."
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jump main_room_menu
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elif __choice == "susan" and not states.sus.busy:
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jump summon_susan
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#Cho
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elif __choice == "cho" and states.cho.busy:
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if game.daytime:
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nar "Cho is taking classes."
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jump main_room_menu
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else:
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nar "Cho is already asleep."
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jump main_room_menu
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elif __choice == "cho" and not states.cho.busy:
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jump summon_cho
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#Snape
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elif __choice == "snape" and states.sna.busy:
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nar "Professor Snape is unavailable."
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if game.daytime:
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jump main_room_menu
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else:
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jump main_room_menu
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elif __choice == "snape" and not states.sna.busy:
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jump summon_snape
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#Tonks
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elif __choice == "tonks" and states.ton.busy:
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nar "Tonks is unavailable."
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if game.daytime:
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jump main_room_menu
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else:
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jump main_room_menu
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elif __choice == "tonks" and not states.ton.busy:
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jump summon_tonks
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#Close
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elif __choice == "Close":
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jump main_room_menu
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elif __choice in {"snape_office", "seventh_floor", "map_lake", "map_forest", "map_attic", "clothing_store", "item_store", "ravenclaw_dormitories", "gryffindor_dormitories"}:
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call gen_chibi("stand", "desk", "base")
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with d3
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call gen_walk(action="leave", speed=1.5)
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$ renpy.jump(__choice)
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screen desk_menu():
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tag desk_interface
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zorder 5
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#Background
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add "interface/desk/_bg_.webp"
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if states.map.unlocked:
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use map_screen
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# Ugly hands
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# add "interface/desk/_hands_.webp" xpos 0 ypos -30
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use crystal_ball
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use watch
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#Book
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if item_store_intro_done:
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add "interface/desk/book.webp" xalign 1.0 xpos 1080 ypos 0
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imagebutton:
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xpos 1080
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ypos 0
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xalign 1.0
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idle "interface/desk/book.webp"
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hover "interface/desk/book_hover.webp"
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hovered SetVariable("ball_hint", "book")
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keysym "inventory"
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unhovered SetVariable("ball_hint", None)
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action Return("inventory")
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#Tissue Box
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add "interface/desk/tissues.webp" xalign 1.0 xpos 1080 ypos 320
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imagebutton:
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xpos 1080
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ypos 320
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xalign 1.0
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idle "interface/desk/tissues.webp"
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hover "interface/desk/tissues_hover.webp"
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hovered SetVariable("ball_hint", "jerk_off")
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keysym "fap"
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unhovered SetVariable("ball_hint", None)
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action Return("jerk_off")
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#Work
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if states.paperwork_unlocked:
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imagebutton:
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xpos -10
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ypos 0
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xalign 0.0
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idle "interface/desk/work.webp"
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hover "interface/desk/work_hover.webp"
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hovered SetVariable("ball_hint", "work")
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keysym "work"
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unhovered SetVariable("ball_hint", None)
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action Return("paperwork")
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#Cards
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if states.cardgame.unlocked: #Or letter_cards_unlock.read #Day 26+
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imagebutton:
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xpos 0
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ypos 600
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xalign 0.0
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yalign 1.0
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idle "interface/desk/cards.webp"
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hover "interface/desk/cards_hover.webp"
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hovered SetVariable("ball_hint", "cards")
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unhovered SetVariable("ball_hint", None)
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action Return("deck_builder")
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#exit
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imagebutton:
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xanchor 0.5
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yanchor 1.0
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xpos 510
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ypos 600
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idle "interface/desk/exit_mask.webp"
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hover "interface/desk/exit.webp"
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hovered SetVariable("ball_hint", "exit")
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unhovered SetVariable("ball_hint", None)
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action Return("Close")
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#Night Overlay
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if not game.daytime:
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add "interface/desk/_night_overlay_.webp"
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use close_button
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screen crystal_ball():
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tag desk_interface
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zorder 8
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add "interface/desk/crystal_ball.webp" xpos 268 ypos 0
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if not ball_hint == None:
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add "interface/desk/hints/glow.webp" xpos 268+40
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add "interface/desk/hints/"+str(ball_hint)+ ".webp" xpos 268+125 xanchor 0.5
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screen watch():
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#Day/Night Clock
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add "interface/desk/watch.webp" xpos 603 ypos 0
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imagebutton:
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xpos 603
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ypos 0
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idle "interface/desk/watch.webp"
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hover "interface/desk/watch_hover.webp"
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unhovered SetVariable("ball_hint", None)
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keysym "sleep"
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hovered If(game.daytime, SetVariable("ball_hint", "doze_off"), SetVariable("ball_hint", "sleep"))
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action If(game.daytime, Return("night_start"), Return("day_start"))
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$ watch_x = 603 +67
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$ watch_y = 35
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if game.weather == "rain":
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add "interface/desk/watch/rain.webp" xpos watch_x ypos watch_y
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elif game.weather in ("snow", "blizzard"):
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add "interface/desk/watch/snow.webp" xpos watch_x ypos watch_y
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elif game.weather == "storm":
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add "interface/desk/watch/storm.webp" xpos watch_x ypos watch_y
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else:
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if game.daytime:
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add "interface/desk/watch/sun.webp" xpos watch_x ypos watch_y
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else:
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add "interface/desk/watch/moon.webp" xpos watch_x ypos watch_y
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if game.daytime:
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add "interface/desk/watch/day.webp" xpos watch_x+40 ypos watch_y+6 xanchor 0.5
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else:
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add "interface/desk/watch/night.webp" xpos watch_x+40 ypos watch_y+6 xanchor 0.5
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label paperwork:
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if letter_work_report in mailbox.get_letters():
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gen "(I need to get paid first.)" ("base", xpos="far_left", ypos="head")
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jump main_room_menu
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call weather_sound
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if not renpy.music.is_playing("weather"):
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call music_block
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else:
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stop music fadeout 1.0
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call gen_chibi("paperwork")
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with d3
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nar "You do some paperwork."
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call paperwork_progress_chapter
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if not game.daytime and game.moon:
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call paperwork_full_moon
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call gen_chibi("sit_behind_desk")
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if game.daytime:
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jump night_start
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else:
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jump day_start
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label paperwork_report_check:
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# Check if a report was completed
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if states.paperwork_chapters >= 4:
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nar "You've completed a report."
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$ states.paperwork_chapters = 0
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$ states.paperwork_reports += 1
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$ states.paperwork_reports_times += 1
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return
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label paperwork_progress_chapter(message = ""):
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$ states.paperwork_chapters += 1
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call notes
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if states.paperwork_chapters == 1:
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"[message]You finished one chapter so far."
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else:
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"[message]You finished {number=states.paperwork_chapters} chapters so far."
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call paperwork_report_check
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return
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label paperwork_full_moon:
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call paperwork_progress_chapter("The Full moon makes you feel more productive.\n")
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return
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label paperwork_concentration:
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call paperwork_progress_chapter("You maintain perfect concentration during your work and finish another chapter of the report.\n")
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return
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label paperwork_speedwriting:
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call paperwork_progress_chapter("You use your Speedwriting skills and finish another chapter of the report.\n")
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return
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screen gui_tooltip(img=None, xx=335, yy=210):
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add img xpos xx ypos yy
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zorder 3
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