* Fixed a regression in music playback * Unexposed monkey-patched engine functions to avoid issues
287 lines
13 KiB
Plaintext
287 lines
13 KiB
Plaintext
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label map_attic:
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if tentacle_sample:
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gen "(I have no reason to go there anymore.)" ("base", xpos="far_left", ypos="head")
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jump desk
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else:
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$ tentacle_sample = True
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call blkfade
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gen "(The attic, *huh*...)" ("base", xpos="far_left", ypos="head")
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gen "(I guess I could check it out.)" ("base", xpos="far_left", ypos="head")
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stop music fadeout 3.0
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stop weather fadeout 3.0
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pause 1.0
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play sound "sounds/run_04.ogg"
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play weather "sounds/wind_long_loop.ogg" fadein 2 fadeout 2
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nar "You find your way through the winding staircases to the attic door."
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gen "*Hmm*... hopefully this is the right place to use that key." ("base", xpos="far_left", ypos="head")
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play background "sounds/pulse.ogg"
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nar "As you approach the door, the lock begins to glow..."
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nar "Looking down at the key in your hand, you notice the same glow around the key..."
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gen "Well, this has to be it then..." ("base", xpos="far_left", ypos="head")
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stop background fadeout 2.0
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play sound "sounds/09_lock.ogg"
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pause 2.0
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play sound "sounds/door.ogg"
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nar "After unlocking the door, you're presented with a dusty room filled with random junk and knick-knacks."
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play sound "sounds/cough_male.ogg"
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gen "...*Cough* *Cough*..." ("open", xpos="far_left", ypos="head")
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gen "This room is just filled with random junk and knick-knacks!" ("angry", xpos="far_left", ypos="head")
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gen "(So now what... Am I supposed to take a piece of something and use with this scroll?)" ("base", xpos="far_left", ypos="head")
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gen "(I don't even know what the scroll is supposed to do, how am I going to find what it wants me to use!)" ("base", xpos="far_left", ypos="head")
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gen "..." ("base", xpos="far_left", ypos="head")
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gen "(Screw it... I'm just going to cheat and check the item description in my inventory.)" ("base", xpos="far_left", ypos="head")
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gen "(Let's see what it says...)" ("base", xpos="far_left", ypos="head")
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gen "(Turns the user into a magical tentacle plant with the usage of living plant material.)" ("base", xpos="far_left", ypos="head")
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gen "Well, well... that could be useful..." ("base", xpos="far_left", ypos="head")
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gen "So I guess this tentacle plant should be here somewhe--" ("base", xpos="far_left", ypos="head")
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nar "As you scan the room you notice a slender piece of vine poking out from behind some crates, as if to avoid the light."
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gen "This must be it." ("base", xpos="far_left", ypos="head")
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play sound "sounds/slash.ogg"
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nar "You make a clean cut, when suddenly...{nw}"
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play sound "sounds/mondead.ogg"
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nar "You make a clean cut, when suddenly...{fast}"
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gen "I better get the fuck out of here." ("angry", xpos="far_left", ypos="head")
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play sound "sounds/mon.ogg"
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nar "As you shut the door, you hear the room erupt in a series of loud crashes and growling."
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play sound "sounds/run_04.ogg"
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nar "You hastily make your way towards your office."
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call gen_walk(action="enter")
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call hide_blkfade
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stop weather
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call music_block
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gen "(A tentacle plant and a body-bending magical scroll, *huh*...)" ("base", xpos="far_left", ypos="head")
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gen "(Maybe I could use it to have some fun with Miss Granger...)" ("grin", xpos="far_left", ypos="head")
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menu:
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gen "(Question is... Should I use it now, or save it for later?)" ("base", xpos="far_left", ypos="head")
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"-Use it now-":
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if game.daytime:
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if not hermione_busy:
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gen "Yes, there's no time like the present..." ("grin", xpos="far_left", ypos="head")
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gen "I'll just grab a seat first." ("base", xpos="far_left", ypos="head")
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call blkfade
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call gen_chibi("sit_behind_desk")
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call hide_blkfade
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jump tentacle_scene_intro
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else:
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gen "(On second thought... She's probably busy right now.)" ("base", xpos="far_left", ypos="head")
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else:
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gen "(It's a bit late... Miss Granger wont be having any classes right now...)" ("base", xpos="far_left", ypos="head")
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"-Save for later-":
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pass
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gen "(I'll just store this in my inventory for now...)" ("base", xpos="far_left", ypos="head")
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call blkfade
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call gen_chibi("sit_behind_desk")
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call hide_blkfade
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jump main_room_menu
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label map_forest:
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if game.daytime:
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gen "I shouldn't be leaving the castle during the day. It's too risky..." ("base", xpos="far_left", ypos="head")
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jump desk
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call outskirts_of_hogwarts
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gen "Let's see what I can find out here..." ("base", xpos="far_left", ypos="head")
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menu:
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"-Search the area-":
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$ ran = renpy.random.random()
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if ran < 0.3:
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nar "You search around the forest and manage to find an odd-looking herb."
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gen "This must be wormwood." ("base", xpos="far_left", ypos="head")
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menu:
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"-Take the wormwood-":
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nar "You gain 1 wormwood."
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$ potion_inv.add("ing_wormwood")
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"-Leave it-":
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pass
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nar "Finding nothing else of interest you return to your office."
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jump return_office
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elif ran < 0.6:
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nar "You search around the forest and manage to find an odd-looking herb."
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gen "This must be Knotgrass." ("base", xpos="far_left", ypos="head")
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menu:
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"-Take the Knotgrass-":
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nar "You gain 1 Knotgrass."
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$ potion_inv.add("ing_knotgrass")
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"-Leave it-":
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pass
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nar "Finding nothing else of interest you return to your office."
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jump return_office
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else:
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nar "You search around the forest but find nothing of interest."
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jump return_office
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label map_lake:
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if game.daytime:
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gen "I shouldn't be leaving the castle during the day. It's too risky..." ("base", xpos="far_left", ypos="head")
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jump desk
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call outskirts_of_hogwarts
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gen "Let's see what I can find out here..." ("base", xpos="far_left", ypos="head")
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menu:
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"-Search the area-":
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$ ran = renpy.random.random()
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if ran < 0.3:
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nar "You search around the lake and manage to find an slender, green vine."
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gen "This must be Niffler's fancy." ("base", xpos="far_left", ypos="head")
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menu:
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"-Take the Niffler's fancy-":
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nar "You gain 1 Niffler's fancy."
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$ potion_inv.add("ing_niffler_fancy")
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"-Leave it-":
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pass
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nar "Finding nothing else of interest you return to your office."
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jump return_office
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elif ran < 0.6:
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nar "You search around the lake and manage to find an exposed root that looks similar to ginger."
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gen "This must be Root of Aconite." ("base", xpos="far_left", ypos="head")
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menu:
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"-Take the Root of Aconite-":
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nar "You gain 1 Root of Aconite."
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$ potion_inv.add("ing_aconite_root")
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"-Leave it-":
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pass
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nar "Finding nothing else of interest you return to your office."
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jump return_office
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else:
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nar "You search around the lake but find nothing of interest."
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jump return_office
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label gryffindor_dormitories:
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show screen blkfade
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with d5
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centered "{size=+7}{color=#cbcbcb}Gryffindor's Dormitory{/color}{/size}"
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menu:
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"-Search the area-":#Cat Hair
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$ ran = renpy.random.random()
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if ran < 0.3:
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nar "You search around the dorms and manage to find a clump of bright orange fur."
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gen "This must belong to some sort of animal." ("base", xpos="far_left", ypos="head")
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menu:
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"-Take the Fur-":
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nar "You gain 1 Cat Fur."
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$ potion_inv.add("ing_cat_hair")
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"-Leave it-":
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pass
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nar "Finding nothing else of interest you return to your office."
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jump return_office
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else:
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nar "You search around the dorms but find nothing of interest."
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jump return_office
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label ravenclaw_dormitories:
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show screen blkfade
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with d5
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centered "{size=+7}{color=#cbcbcb}Ravenclaw's Dormitory{/color}{/size}"
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menu:
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"-Search the area-":#Luna's Hair
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$ ran = renpy.random.random()
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if ran < 0.3:
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nar "You search around the dorms and manage to find an comb with some hair in it."
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gen "This must be someone's hair." ("base", xpos="far_left", ypos="head")
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menu:
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"-Take the hair-":
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nar "You gain 1 Luna's Hair."
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$ potion_inv.add("ing_luna_hair")
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"-Leave it-":
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pass
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nar "Finding nothing else of interest you return to your office."
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jump return_office
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else:
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nar "You search around the dorms but find nothing of interest."
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jump return_office
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label map_pitch:
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if pitch_open:
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hoo "Hello Professor Dumbledore, nice to see you out of your office today."
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hoo "What brings you down to the Quidditch pitch today?"
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gen "Quidditch, what sort of name is that?" ("base", xpos="far_left", ypos="head") #put in low talking tone
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hoo "What was that?"
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gen "Nothing, just commenting about the weather." ("base", xpos="far_left", ypos="head") #Maybe change this
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hoo "Well I'm glad that you're here. I wanted to have words with you about a problem that I'm having at the moment."
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gen "What's wrong?" ("base", xpos="far_left", ypos="head")
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hoo "Attendance at quidditch matches has slowly been declining over the last couple of months."
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hoo "Students just don't seem to want to turn up to watch their teams play. It's affecting team morale."
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gen "And how would you like to fix this?" ("base", xpos="far_left", ypos="head")
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hoo "Perhaps we could make attendance to the match mandatory."
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gen "I don't think it would work. If I did that you would just end up with a lot of disgruntled students booing your own team." ("base", xpos="far_left", ypos="head")
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gen "If poor attendance is affecting morale I would hate to think what that would do to the players." ("base", xpos="far_left", ypos="head")
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hoo "Well then what do you suggest?"
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gen "You need a way to attract and excite the crowd. To get the students here and to get them cheering." ("base", xpos="far_left", ypos="head")
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gen "What you need is a cheerleading team." ("base", xpos="far_left", ypos="head")
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hoo "A what?"
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gen "A team of girls to dance and cheer for their team. To get their fellow students brimming with enthusiasm." ("base", xpos="far_left", ypos="head")
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hoo "I'm not sure Sir, Hogwarts has always been a traditional school."
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hoo "Something like this goes in the face of that legacy."
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gen "Well if you feel that way then I think you might just have to accept the declining number of students watching the game." ("base", xpos="far_left", ypos="head")
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hoo "Fine, but I'm not comfortable with a team of these \"\Cheerleaders\"\. At most I'd be comfortable with one girl dancing." #Maybe adjust this so that there is a team
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gen "Well I think I have the perfect candidate. I'll send her over next practice session to try out." ("base", xpos="far_left", ypos="head")
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hoo "Okay, just make sure she's wearing something appropriate."
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$ pitch_first = False
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jump return_office
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else:
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nar "You look around the open field but can't see any students or teachers."
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gen "Mustn't be a practice day." ("base", xpos="far_left", ypos="head")
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jump return_office
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label outskirts_of_hogwarts:
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call blkfade
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call gen_chibi("stand","desk","base")
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call hide_blkfade
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call gen_walk(action="leave")
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call blkfade
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stop music fadeout 1.0
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centered "{size=+7}{color=#cbcbcb}Outskirts of Hogwarts{/color}{/size}"
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$ renpy.scene("screens")
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play music "sounds/night.ogg" fadein 1 fadeout 1 #NIGHT SOUNDS. if_changed
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$ dynamic_cg("ball", "171")
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pause.3
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call hide_blkfade
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pause.8
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play sound "sounds/steps_grass.ogg"
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$ dynamic_cg("ball", "171", "172")
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return
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label return_office:
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call hide_characters
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show screen blkfade
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with d3
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call update_interface_color
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pause.8
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jump main_room
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