* Added `sound` sfx channel * Refactored and unified sound & music calls * Fixed missing sounds in astoria events * Removed hide_screens label (Redundant) * Removed play_music, play_sound call labels
178 lines
4.2 KiB
Plaintext
178 lines
4.2 KiB
Plaintext
label setup_fireplace_hangout(char=None):
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if not game.daytime: # Night time
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show screen blkfade
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$ fire_in_fireplace = True
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$ fireplace_OBJ.foreground = "fireplace_fire"
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call hide_characters
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call gen_chibi("hide")
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call sna_chibi("hide")
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call ton_chibi("hide")
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else: # game.daytime
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stop background
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show screen blkfade
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call hide_characters
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call gen_chibi("hide")
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call sna_chibi("hide")
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call ton_chibi("hide")
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# Proceed as usual
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if char == "snape":
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show screen with_snape(ani=True)
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elif char == "tonks":
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show screen with_tonks_animated
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$ chair_OBJ.hidden = True
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$ chair_left_OBJ.hidden = True
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hide screen bld1
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hide screen blkfade
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with fade
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return
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label slap_her:
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play sound "sounds/slap_02.ogg" #SLAP!
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show screen white
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with hpunch
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pause.08
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hide screen white
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return
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label kiss_her:
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play sound "sounds/kiss.ogg" #Kiss!
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with hpunch
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pause.08
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return
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label spit_on_her:
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play sound "sounds/spit.ogg" #Kiss!
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show screen white
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pause.2
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hide screen white
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with hpunch
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pause.08
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return
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label cast_spell(spell=""):
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if spell in ["revelio","imperio"]:
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stop music fadeout 2.0
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play sound "sounds/magic2.ogg"
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show screen white
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pause.1
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hide screen white
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with hpunch
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return
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label cum_block:
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show screen white
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pause.1
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hide screen white
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pause.2
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show screen white
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pause.1
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hide screen white
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with hpunch
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return
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label increase_house_points(house, points):
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call bld
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call notes
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if house.startswith("g"):
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$ gryffindor += points
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nar "Gryffindor has received {number=points} house points today!"
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elif house.startswith("h"):
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$ hufflepuff += points
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nar "Hufflepuff has received {number=points} house points today!"
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elif house.startswith("r"):
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$ ravenclaw += points
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nar "Ravenclaw has received {number=points} house points today!"
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else:
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$ slytherin += points
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nar "Slytherin has received {number=points} house points today!"
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return
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#TODO Check and fix teleport/heal effect position (chibis are now anchored bottom-left)
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label teleport(position=None,effect=True,poof_label=None):
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python:
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if position == "genie":
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teleport_xpos = genie_chibi.pos[0]+75
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teleport_ypos = genie_chibi.pos[1]
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teleport_zorder = 3
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elif position == "hermione":
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teleport_xpos = hermione_chibi.pos[0]+45
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teleport_ypos = hermione_chibi.pos[1]
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teleport_zorder = 3
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elif position == "cho":
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teleport_xpos = cho_chibi.pos[0]+45
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teleport_ypos = cho_chibi.pos[1]
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teleport_zorder = 3
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elif position == "astoria":
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teleport_xpos = astoria_chibi.pos[0]+45
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teleport_ypos = astoria_chibi.pos[1]
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teleport_zorder = 3
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elif position == "desk":
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teleport_xpos = 320
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teleport_ypos = 450
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teleport_zorder = 5
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else:
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teleport_xpos = position[0]
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teleport_ypos = position[1]
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teleport_zorder = 2
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if effect == True:
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play sound "sounds/magic4.ogg"
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show screen whitefade
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with d1
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hide screen whitefade
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with d1
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show screen blkfade
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with d1
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hide screen blkfade
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show screen heal_animation
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with d3
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#stop music fadeout 1
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hide screen heal_animation
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if poof_label != None:
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$ renpy.call(poof_label)
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show screen teleport_animation
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with d5
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hide screen teleport_animation
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with d5
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if effect == True:
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pause 1
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return
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screen teleport_animation():
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add "teleport_ani" anchor (0.5, 0.7) xpos teleport_xpos ypos teleport_ypos zoom 0.5
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zorder teleport_zorder
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screen heal_animation():
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add "heal_ani" anchor (0.5, 1.0) xpos teleport_xpos ypos teleport_ypos zoom 0.5
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zorder teleport_zorder
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# Dummy labels. To prevent crashes. # TODO: Remove later.
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default hermione_action = None
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label set_her_action(action=None, update=None):
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$ hermione_action = action
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return
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