WTS/game/scripts/characters/astoria/events/clothing.rpy
LoafyLemon 8aba361ea9 Refactoring + Environment
* Partially sunset `game` var store and move relevant special variables inside `states` store.
* Replace `game.daytime` -> `states.env.daytime`
2024-04-25 19:49:09 +01:00

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#Door Events (Astoria wears random clothing.)
label astoria_summon_setup:
# Reset doll state
$ astoria.wear("all")
$ astoria.set_cum(None)
$ astoria.animation = None
if states.ast.wardrobe_scheduling:
$ astoria.equip_random_outfit()
play sound "sounds/door.ogg"
call ast_chibi("stand","mid","base")
with d3
#Astoria greeting.
play music "music/KMcL_OpenThoseBrightEyes.ogg" fadein 1 if_changed
if states.ast.mood > 0:
if 5 > states.ast.mood >= 1:
ast "[name_genie_astoria]?" ("annoyed", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
elif 10 > states.ast.mood >= 5:
ast "What now?" ("annoyed", "base", "worried", "mid", xpos="base", ypos="base", trans=d3)
elif 20 > states.ast.mood >= 10:
ast "What is it, [name_genie_astoria]?" ("annoyed", "base", "angry", "R", xpos="base", ypos="base", trans=d3)
elif 30 > states.ast.mood >= 20:
ast "What do you want, [name_genie_astoria]?" ("angry", "base", "angry", "mid", xpos="base", ypos="base", trans=d3)
elif 40 > states.ast.mood >= 30:
ast "*Hmph*..." ("annoyed", "narrow", "worried", "L", xpos="base", ypos="base", trans=d3)
elif 50 > states.ast.mood >= 40:
ast "*Tsk*" ("angry", "narrow", "angry", "mid", xpos="base", ypos="base", trans=d3)
elif states.ast.mood >= 50:
ast "What?!" ("scream", "narrow", "angry", "mid", xpos="base", ypos="base", trans=d3)
ast "" ("angry", "narrow", "angry", "mid")
call describe_mood("Astoria", states.ast.mood)
call tutorial("moodngifts")
else:
if states.env.daytime:
ast "Mornin', [name_genie_astoria]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
else:
ast "Evenin', [name_genie_astoria]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
return