* 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
114 lines
4.6 KiB
Plaintext
114 lines
4.6 KiB
Plaintext
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label summon_snape:
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$ last_character = "snape"
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play music "music/Dark Fog.ogg" fadein 1
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play sound "sounds/door.ogg"
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call sna_chibi("stand","mid","base")
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with d3
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$ renpy.checkpoint(hard=True)
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sna "Yes, what is it?" ("snape_01",xpos="base",ypos="base", trans=d3)
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label snape_ready:
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pass
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menu:
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# Talk
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"-Talk-" (icon="interface/icons/small/talk.webp"):
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call snape_chitchat
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label .talk:
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menu:
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"-Ask him to help Tonks-" if astoria_intro.E1_complete and not astoria_intro.E3_complete:
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if astoria_intro.E2_snape:
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sna "I'm still on the lookout, Genie." ("snape_01")
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sna "If I find the little maggot that casts those spells..." ("snape_10")
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jump .talk
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$ snape_busy = True
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$ astoria_intro.E2_snape = True
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$ ag_event_pause = 2
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jump astoria_intro_E2_snape
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"-Try solving the Quidditch Quarrel-" (icon="interface/icons/small/quidditch.webp") if cho_tier == 2 and cho_quid.E6_complete and not cho_quid.E9_complete and not cho_quid.E8_complete:
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if game.daytime:
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gen "I wanted to talk to you about the upcoming Quidditch game." ("base", xpos="far_left", ypos="head")
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sna "I don't really have time right now..." ("snape_05")
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if wine_ITEM.owned >= 1:
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gen "I got drinks." ("base", xpos="far_left", ypos="head")
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else:
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gen "I'll get us drinks." ("base", xpos="far_left", ypos="head")
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sna "Tempting, but it'll have to be in the evening... work and all that." ("snape_06")
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gen "Fine." ("base", xpos="far_left", ypos="head")
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jump .talk
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else:
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gen "So about that upcoming Quidditch game..." ("base", xpos="far_left", ypos="head")
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if wine_ITEM.owned >= 1:
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sna "Whatever it is, it can wait, let's sit down first, shall we." ("snape_01")
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call setup_fireplace_hangout(char="snape")
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$ ss_he_drink.start()
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$ ss_he_counter += 1
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$ wine_ITEM.owned -= 1
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jump cho_quid_E9
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else:
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sna "I hope you have some wine at least?" ("snape_01")
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gen "I hoped you'd bring your own for once." ("base", xpos="far_left", ypos="head")
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sna "I see.." ("snape_04")
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sna "I guess you don't need my help after all." ("snape_31")
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gen "(Bloody alcoholic..)" ("base", xpos="far_left", ypos="head")
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jump .talk
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"-Address me only as-" if hermione_intro.E6_complete:
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call snape_nicknames_genie
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jump .talk
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"-From now on I will refer to you as-" if hermione_intro.E6_complete:
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call snape_nicknames
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jump .talk
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"-Never mind-":
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jump snape_ready
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# Fireplace Chats
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"-Let's hang-" (icon="interface/icons/small/toast.webp") if wine_ITEM.owned >= 1 and not game.daytime:
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jump snape_hangout
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"-Let's hang-" (icon="interface/icons/small/toast.webp", style="disabled") if wine_ITEM.owned < 1 or game.daytime:
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if game.daytime:
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gen "(I'm not sharing my booze with Snape while he still has to teach classes...)" ("base", xpos="far_left", ypos="head")
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gen "(I better ask him during the evening to get drunk...)" ("base", xpos="far_left", ypos="head")
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elif wine_ITEM.owned < 1:
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gen "(I don't have any more wine...)" ("base", xpos="far_left", ypos="head")
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jump snape_ready
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# Cardgame
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"-Let's Duel-" (icon="interface/icons/small/cards.webp") if deck_unlocked:
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jump snape_duel_menu
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# Dismiss
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"-Never mind-":
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stop music fadeout 1.0
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if game.daytime:
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sna "Alright, back to work then..."
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else:
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sna "Goodnight then."
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play sound "sounds/door.ogg"
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$ snape_busy = True
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hide snape_main
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call sna_chibi("hide")
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with d3
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jump main_room_menu
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