LoafyLemon
db86910a8e
* Added seeded randomisation w/ cache * Updated help menu hotkeys section * Decoupled map from the desk (New map artwork to be added) * Removed old desk menu * Removed old desk images * Removed/Fixed door_randomobj and map_randomobj causing pickling issues
430 lines
13 KiB
Plaintext
430 lines
13 KiB
Plaintext
# NOTE: This entire file will be scrapped once the new map is added.
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default map_animated = "once"
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define map_scale = 0.35
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define map_ani_time = 0.8
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transform map_fadein:
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alpha 0
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pause (map_ani_time)
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linear 1 alpha 1
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image map_unfold:
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"interface/map/anim/map_03.webp"
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pause map_ani_time/3
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"interface/map/anim/map_02.webp" with Dissolve(map_ani_time/3)
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pause map_ani_time/3
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"interface/map/anim/map_01.webp" with Dissolve(map_ani_time/3)
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pause map_ani_time/3
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"interface/map/map.webp" with Dissolve(1)
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pause 1
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"interface/map/map.webp"
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label map:
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call update_character_map_locations
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call screen map
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$ renpy.dynamic(__choice = _return)
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if __choice == "Close":
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jump main_room_menu
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else:
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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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jump expression __choice
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screen map():
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tag map
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zorder 4
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use close_button_background(keysym="game_menu")
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# Default avoids changing the screen if the animation is toggled quickly
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default unfold = map_animated
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# Disable animation after first time (can still be toggled)
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if map_animated == "once":
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timer map_ani_time+1 action SetVariable("map_animated", False)
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fixed:
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fit_first True
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align (0.5, 0.5)
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if unfold:
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add "map_unfold" zoom map_scale # 588x420
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else:
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add "interface/map/map.webp" zoom map_scale # 588x420
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fixed:
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if unfold:
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at map_fadein
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use map_buttons
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use map_screen_characters
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screen map_buttons():
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tag map
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zorder 4
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#Office
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imagebutton:
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xpos 112
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ypos 234
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idle "interface/map/room_office_idle.webp"
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hover "interface/map/room_office_hover.webp"
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action Return("main_room_menu")
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#Gryffindor
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imagebutton:
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xpos 148
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ypos 214
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idle "interface/map/room_gryffindor_idle.webp"
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#Ravenclaw
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imagebutton:
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xpos 286
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ypos 256
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idle "interface/map/room_ravenclaw_idle.webp"
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#Hufflepuff
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imagebutton:
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xpos 76
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ypos 295
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idle "interface/map/room_hufflepuff_idle.webp"
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#Slytherin
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imagebutton:
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xpos 214
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ypos 136
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idle "interface/map/room_slytherin_idle.webp"
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#Weasley Store 15 x 15
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if not item_store_intro_done:
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add "interface/achievements/glow.webp" xycenter (246, 231) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
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imagebutton:
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xpos 246
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ypos 231
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idle "interface/map/room_weasley_store_idle.webp"
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hover "interface/map/room_weasley_store_hover.webp"
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action Return("item_store")
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tooltip "Weasley's Store"
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#Clothing Store
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if not clothing_store_intro_done:
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add "interface/achievements/glow.webp" xycenter (462, 231) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
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imagebutton:
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xpos 462
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ypos 231
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idle "interface/map/room_clothing_store_idle.webp"
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hover "interface/map/room_clothing_store_hover.webp"
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action Return("clothing_store")
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tooltip "Mafkin's Emporium"
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# Snape's Office
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if not states.map.snape_office.visited:
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add "interface/achievements/glow.webp" xycenter (314, 331) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
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imagebutton:
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xpos 314
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ypos 331
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idle "interface/map/room_potions_idle.webp"
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hover "interface/map/room_potions_hover.webp"
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action Return("snape_office")
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tooltip "Snape's Office"
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#Room of Requirement
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if states.map.seventh_floor.unlocked:
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if not states.map.room_of_requirement.intro_e1:
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add "interface/achievements/glow.webp" xycenter (116, 160) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
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imagebutton:
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xpos 116
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ypos 160
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action Return("seventh_floor")
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if not states.map.seventh_floor.visited:
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idle "interface/map/room_ror_empty_idle.webp"
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hover "interface/map/room_ror_empty_hover.webp"
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else:
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idle "interface/map/room_ror_idle.webp"
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hover "interface/map/room_ror_hover.webp"
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tooltip "Seventh Floor"
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#Lake
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imagebutton:
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xpos 131
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ypos 367
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idle "interface/map/room_boat_house_idle.webp"
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#Forest
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imagebutton:
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xpos 103
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ypos 12
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idle "interface/map/room_north_courtyard_idle.webp"
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#Attic
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if states.her.ev.sealed_scroll.examined:
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if not states.her.ev.sealed_scroll.sample:
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add "interface/achievements/glow.webp" xycenter (340, 226) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
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imagebutton:
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xpos 340
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ypos 226
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idle "interface/map/room_attic_closed_idle.webp"
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hover "interface/map/room_attic_closed_hover.webp"
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action Return("map_attic")
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tooltip "???"
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else:
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imagebutton:
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xpos 340
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ypos 226
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idle "interface/map/room_attic_open_idle.webp"
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hover "interface/map/room_attic_open_hover.webp"
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action Return("map_attic")
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tooltip Attic
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# Map animation toggle
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textbutton "Animation":
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style gui.theme("check_button")
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pos (470, 380)
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selected map_animated
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tooltip "Toggles map folding animation"
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action ToggleVariable("map_animated", True, False)
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label set_all_map_locations:
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call set_her_map_location()
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call set_lun_map_location()
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call set_cho_map_location()
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call set_ast_map_location()
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call set_sus_map_location()
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call update_character_map_locations
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return
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label set_her_map_location(location=""):
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if location != "":
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if location == "library":
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$ states.her.map_location = "library"
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elif location in ["gryffindor_room","gryff_room","room_g"]:
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$ states.her.map_location = "room_g"
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elif location in ["slytherin_room","slyth_room","room_s"]:
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$ states.her.map_location = "room_s"
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elif location == "great_hall":
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$ states.her.map_location = "great_hall"
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elif location == "courtyard":
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$ states.her.map_location = "courtyard"
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else: #Random
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if states.her.level < 11:
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$ states.her.map_location = states.env.random.choice(("library", "library", "great_hall", "room_g", "room_g"))
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else:
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if states.her.status.blowjob == True and states.env.weather in ("clear", "cloudy") and not states.env.daytime and not states.her.busy:
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$ states.her.map_location = "forest"
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elif states.her.public_level < 12:
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$ states.her.map_location = states.env.random.choice(("great_hall", "courtyard", "room_g", "room_g", "room_g"))
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else:
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$ states.her.map_location = states.env.random.choice(("room_s", "courtyard", "room_g", "room_g", "room_g"))
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if location:
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call update_character_map_locations
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return
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label set_lun_map_location(location = ""):
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if location != "":
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if location == "greenhouse":
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$ states.lun.map_location = "greenhouse"
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elif location == "forest":
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$ states.lun.map_location = "forest"
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elif location in ["ravenclaw_room","raven_room","room_r"]:
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$ states.lun.map_location = "room_r"
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else: #Random
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$ states.lun.map_location = states.env.random.choice(("greenhouse", "forest", "forest", "room_r", "room_r"))
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if location:
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call update_character_map_locations
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return
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label set_ast_map_location(location = ""):
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if location != "":
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if location == "courtyard":
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$ states.ast.map_location = "courtyard"
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elif location in ["slytherin_room","slyth_room","room_s"]:
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$ states.ast.map_location = "room_s"
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elif location in ["defense_classroom"]:
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$ states.ast.map_location = "defense"
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else: #Random
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$ states.ast.map_location = states.env.random.choice(("courtyard", "courtyard", "room_s", "room_s", "room_s"))
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if location:
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call update_character_map_locations
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return
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label set_sus_map_location(location = ""):
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if location != "":
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if location == "great_hall":
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$ states.sus.map_location = "great_hall"
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elif location in ["hufflepuff_room","huffl_room","room_h"]:
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$ states.sus.map_location = "room_r"
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else: #Random
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$ states.sus.map_location = states.env.random.choice(("great_hall", "great_hall", "room_h", "room_h", "room_h"))
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if location:
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call update_character_map_locations
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return
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label set_cho_map_location(location = ""):
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if location != "":
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if location == "training_grounds":
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$ states.cho.map_location = "training_grounds"
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elif location in ["ravenclaw_room","raven_room","room_r"]:
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$ states.cho.map_location = "room_r"
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else: #Random
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$ states.cho.map_location = states.env.random.choice(("training_grounds", "training_grounds", "room_r", "room_r", "room_r"))
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if location:
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call update_character_map_locations
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return
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label update_character_map_locations:
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if states.her.map_location == "library":
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$ her_map_xpos = 455
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$ her_map_ypos = 94
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elif states.her.map_location == "room_g":
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$ her_map_xpos = 110
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$ her_map_ypos = 212
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elif states.her.map_location == "room_s":
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$ her_map_xpos = 210
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$ her_map_ypos = 184
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elif states.her.map_location == "great_hall":
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$ her_map_xpos = 70
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$ her_map_ypos = 240
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elif states.her.map_location == "courtyard":
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$ her_map_xpos = 444
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$ her_map_ypos = 216
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elif states.her.map_location == "forest":
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$ her_map_xpos = 60
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$ her_map_ypos = 40
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#Luna
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if states.lun.map_location == "room_r":
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$ lun_map_xpos = 306
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$ lun_map_ypos = 242
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elif states.lun.map_location == "forest":
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$ lun_map_xpos = 200
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$ lun_map_ypos = 50
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elif states.lun.map_location == "greenhouse":
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$ lun_map_xpos = 450
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$ lun_map_ypos = 320
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#Astoria
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if states.ast.map_location == "room_s":
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$ ast_map_xpos = 246
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$ ast_map_ypos = 118
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elif states.ast.map_location == "courtyard":
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$ ast_map_xpos = 404
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$ ast_map_ypos = 254
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elif states.ast.map_location == "defense": #Event
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$ ast_map_xpos = 300
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$ ast_map_ypos = 190
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#Susan
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if states.sus.map_location == "room_h":
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$ sus_map_xpos = 130
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$ sus_map_ypos = 320
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elif states.sus.map_location == "great_hall":
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$ sus_map_xpos = 70
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$ sus_map_ypos = 280
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#Cho
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if states.cho.map_location == "room_r":
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$ cho_map_xpos = 264
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$ cho_map_ypos = 276
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elif states.cho.map_location == "training_grounds":
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$ cho_map_xpos = 520
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$ cho_map_ypos = 50
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#Tonks
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$ ton_map_xpos = 318
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$ ton_map_ypos = 156
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#Snape
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if states.env.daytime:
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$ sna_map_xpos = 365
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$ sna_map_ypos = 270
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else:
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$ sna_map_xpos = 368
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$ sna_map_ypos = 348
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return
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screen map_screen_characters():
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tag map
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zorder 5
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#Hermione
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if states.her.unlocked:
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if states.her.map_location == "forest": # Mark forest event.
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add "interface/achievements/glow.webp" xycenter (her_map_xpos, her_map_ypos) zoom 0.15 alpha 0.5 at rotate_circular
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imagebutton:
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xcenter her_map_xpos
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ycenter her_map_ypos
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idle "interface/map/name_hermione.webp"
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hover "interface/map/name_hermione_hover.webp"
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action (Return("hermione_map_BJ") if states.her.map_location else None)
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#Luna
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if states.lun.unlocked:
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imagebutton:
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xcenter lun_map_xpos
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ycenter lun_map_ypos
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idle "interface/map/name_luna.webp"
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hover "interface/map/name_luna_hover.webp"
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#Astoria
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if states.ast.unlocked:
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imagebutton:
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xcenter ast_map_xpos
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ycenter ast_map_ypos
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idle "interface/map/name_astoria.webp"
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hover "interface/map/name_astoria_hover.webp"
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#Susan
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if states.sus.unlocked:
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imagebutton:
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xcenter sus_map_xpos
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ycenter sus_map_ypos
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idle "interface/map/name_susan.webp"
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hover "interface/map/name_susan_hover.webp"
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#Cho
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if states.cho.unlocked:
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imagebutton:
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xcenter cho_map_xpos
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ycenter cho_map_ypos
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idle "interface/map/name_cho.webp"
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hover "interface/map/name_cho_hover.webp"
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#Snape
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if states.sna.unlocked:
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imagebutton:
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xcenter sna_map_xpos
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ycenter sna_map_ypos
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idle "interface/map/name_snape.webp"
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hover "interface/map/name_snape_hover.webp"
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#Tonks
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if states.ton.unlocked:
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imagebutton:
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xcenter ton_map_xpos
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ycenter ton_map_ypos
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idle "interface/map/name_tonks.webp"
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hover "interface/map/name_tonks_hover.webp"
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